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25521
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Rchive by @priyanshu | Stardance
|
priyanshu
|
1
|
30.0
|
114
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-20T08:59:42Z", "hours": 30.0, "multiplier": 7.55, "payout": 114, "blessing": "neutral", "text": "I made a offline first notes app this works completely offline and UI design is awesome. So far I have added things that are core in future releases I will be adding security features like biometeric lock and e2e encryption for now it store in a local database already secure. Hope it makes sense for you guys. looking for good response", "repo": "https://github.com/P8labs/rchive", "demo": "https://github.com/P8labs/rchive/releases"}]...
|
[{"post_id": 31675, "ts": "202 [{"post_id": 31675, "ts": "2026-07-20T08:55:12Z", "hours": 4.5811, "text": "I have finally finished V1 for Rchive. GH action is running to release apk rn. and if that finish (this is third try) i feel it will this time. than I am good to go i have tested all so far and I tried to make UI the best I can. App Size it little big as I am using custom fonts may be in future i will fix it too."}, {"post_id": 25972, "ts": "2026-07-10T14:45:59Z", "hours": 2.4961, "text": "I have rewrote the UI and removed that extra fs thing instead now all in one db"}, {"post_id": 19088, "ts": "2026-06-30T09:16:23Z", "hours": 6.9672, "text": "Today I am able to make it work I have removed separate database from vault and added a syncing logic when vault is opened a sync fn is ran that registers all the entries of the vault also fixed treeURI and location as there is some android restrictions. Also fixed alot of bugs now, we can create notes easily backend part is almost done only presentation is remaining."}, {"post_id": 16916, "ts": "2026-06-27T14:03:36Z", "hours": 3.1078, "text": "I have implemented a separate package for SAF android storage access it will just help a lot"}, {"post_id": 16731, "ts": "2026-06-27T05:35:16Z", "hours": 1.7894, "text": "Finally I have added AppState currently solved that default vault implementation but I will change it again in currrent version isDefault is the field of vault registry but it makes it dependent on vault feature so i will be changing it will remove this from vault entry and keep it into app config database"}, {"post_id": 16319, "ts": "2026-06-26T15:32:07Z", "hours": 2.5961, "text": "I have implemented two separate db one for app database and other is for vault level db in which only vault related things will store"}, {"post_id": 16119, "ts": "2026-06-26T06:29:24Z", "hours": 4.3269, "text": "i think i need redesign currently I have mixed alot mixing sharedprefs, drift db, onboarding and vault management. Now, I am going to fix and rewrite my logic now is to remove shared prefs and have a app database that will be private if app deletes it will be deleted. The flow will be when user opens app it will load data from this main appdatabase all vaults and its data this database will store only app data like logs, config, vault data and default vault if no vault opened user can open existing or create new that will register it into appdatabase than when the vault opens will create a separate vault database that will have all data related to vault only that can be synced. as i am following MVVM clean architecture: We will have features as follows for now simple comman - AppDatabase Vault, - this is a separate feature Notes, - it is separate thing"}, {"post_id": 15537, "ts": "2026-06-25T07:47:33Z", "hours": 1.2239, "text": "New note auto markdown view added with custom package and patches."}, {"post_id": 15512, "ts": "2026-06-25T06:30:08Z", "hours": 3.1181, "text": "I am working on authentication and learning clean architecture MVVM"}]...
|
Title: Rchive by @priyanshu | Stardance
Devlogs:
Title: Rchive by @priyanshu | Stardance
Devlogs:
I am working on authentication and learning clean architecture MVVM
New note auto markdown view added with custom package and patches.
i think i need redesign currently I have mixed alot mixing sharedprefs, drift db, onboarding and vault management. Now, I am going to fix and rewrite my logic now is to remove shared prefs and have a app database that will be private if app deletes it will be deleted. The flow will be when user opens app it will load data from this main appdatabase all vaults and its data this database will store only app data like logs, config, vault data and default vault if no vault opened user can open existing or create new that will register it into appdatabase than when the vault opens will create a separate vault database that will have all data related to vault only that can be synced. as i am following MVVM clean architecture: We will have features as follows for now simple comman - AppDatabase Vault, - this is a separate feature Notes, - it is separate thing
I have implemented two separate db one for app database and other is for vault level db in which only vault related things will store
Finally I have added AppState currently solved that default vault implementation but I will change it again in currrent version isDefault is the field of vault registry but it makes it dependent on vault feature so i will be changing it will remove this from vault entry and keep it into app config database
I have implemented a separate package for SAF android storage access it will just help a lot
Today I am able to make it work I have removed separate database from vault and added a syncing logic when vault is opened a sync fn is ran that registers all the entries of the vault also fixed treeURI and location as there is some android restrictions. Also fixed alot of bugs now, we can create notes easily backend part is almost done only presentation is remaining.
I have rewrote the UI and removed that extra fs thing instead now all in one db
I have finally finished V1 for Rchive. GH action is running to release apk rn. and if that finish (this is third try) i feel it will this time. than I am good to go i have tested all so far and I tried to make UI the best I can. App Size it little big as I am using custom fonts may be in future i will fix it too.
Ships:
I made a offline first notes app this works completely offline and UI design is awesome. So far I have added things that are core in future releases I will be adding security features like biometeric lock and e2e encryption for now it store in a local database already secure. Hope it makes sense for you guys. looking for good response...
|
1793278241.8543801
|
1793364641.8543801
|
|
25528
|
Quant Natural Gas Price Estimator by @knightfallSh Quant Natural Gas Price Estimator by @knightfallShashy | Stardance...
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knightfallShashy
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1
|
2.3
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-29T04:28:42Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Built a natural gas price estimator in Python for the JPMorgan Chase Quantitative Research Forage simulation task 1. The program loads historical monthly price data, visualizes it to identify seasonal trends (winter peaks, summer dips), and implements an estimate_price(date) function that uses linear interpolation for historical dates and linear regression for forecasting future prices up to a year beyond the dataset. The most challenging part was understanding how to switch between interpolation and forecasting depending on whether the input date was within or outside the historical range. To test it, run hello_world.py and enter any date in YYYY-MM-DD format when prompted!", "repo": "https://github.com/Shashyster/jpmorgan-quant-natural-gas", "demo": "https://github.com/Shashyster/jpmorgan-quant-natural-gas/releases/tag/v1.0"}]...
|
[{"post_id": 19616, "ts": "202 [{"post_id": 19616, "ts": "2026-06-30T23:55:10Z", "hours": 0.3042, "text": "I finished compiling a dist file to group everything into 1 file and push it to Github."}, {"post_id": 17380, "ts": "2026-06-28T04:30:56Z", "hours": 1.8397, "text": "I built a natural gas price estimator in Python for the JPMorgan Chase Quantitative Research Forage simulation. Loaded and parsed historical monthly price data, I visualized the time series to identify seasonal trends (winter peaks, summer dips), and I built a function that uses linear interpolation for historical dates and linear regression forecasting for future dates."}]...
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Title: Quant Natural Gas Price Estimator by @knigh Title: Quant Natural Gas Price Estimator by @knightfallShashy | Stardance
Devlogs:
I built a natural gas price estimator in Python for the JPMorgan Chase Quantitative Research Forage simulation. Loaded and parsed historical monthly price data, I visualized the time series to identify seasonal trends (winter peaks, summer dips), and I built a function that uses linear interpolation for historical dates and linear regression forecasting for future dates.
I finished compiling a dist file to group everything into 1 file and push it to Github.
Ships:
Built a natural gas price estimator in Python for the JPMorgan Chase Quantitative Research Forage simulation task 1. The program loads historical monthly price data, visualizes it to identify seasonal trends (winter peaks, summer dips), and implements an estimate_price(date) function that uses linear interpolation for historical dates and linear regression for forecasting future prices up to a year beyond the dataset. The most challenging part was understanding how to switch between interpolation and forecasting depending on whether the input date was within or outside the historical range. To test it, run hello_world.py and enter any date in YYYY-MM-DD format when prompted!...
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1793306973.5427272
|
1793393373.5427272
|
|
25544
|
ESP-Video-Player by @Kirill | Stardance
|
Kirill
|
1
|
1.76
|
6
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-27T03:23:00Z", "hours": 1.0, "multiplier": 5.0, "payout": 6, "blessing": "neutral", "text": "I created a video-player from an esp32 that can play short videos downloaded on your pc. (this is my first project, try not to be harsh!) Its very simple to set this up and only requires wires, an i2c OLED, ESP32, (optionally:breadboard).", "repo": "https://github.com/Kirill-Manj/ESP-Video-Player/blob/main/README.md", "demo": ""}]...
|
[{"post_id": 24800, "ts": "202 [{"post_id": 24800, "ts": "2026-07-08T16:29:27Z", "hours": 0.3667, "text": "Seeing if I can recreate this with a PICO, and hopefully increasing my size of the screen later on.."}, {"post_id": 17141, "ts": "2026-06-27T20:29:03Z", "hours": 0.3911, "text": "made the wires look cleaner.."}, {"post_id": 16643, "ts": "2026-06-27T02:07:46Z", "hours": 1.1375, "text": "Making an ESP32 mini monitor. Check it out. Right now I made the base model which is ran on a 128/64 OLED screen and converts an mp4 file on your desktop into a specialized file that is uploaded directly into the esp. This allows for short clips to be played on the ESP32s screen."}]...
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Title: ESP-Video-Player by @Kirill | Stardance
De Title: ESP-Video-Player by @Kirill | Stardance
Devlogs:
Making an ESP32 mini monitor. Check it out. Right now I made the base model which is ran on a 128/64 OLED screen and converts an mp4 file on your desktop into a specialized file that is uploaded directly into the esp. This allows for short clips to be played on the ESP32s screen.
made the wires look cleaner..
Seeing if I can recreate this with a PICO, and hopefully increasing my size of the screen later on..
Ships:
I created a video-player from an esp32 that can play short videos downloaded on your pc. (this is my first project, try not to be harsh!) Its very simple to set this up and only requires wires, an i2c OLED, ESP32, (optionally:breadboard)....
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1793285324.0842075
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1793371724.0842075
|
|
25547
|
olivOS by @opu314 | Stardance
|
opu314
|
1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T14:09:06Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What I Made š°: olivOS, a bunny-themed webOS that reflects my passions, interests, and life Features š²: Topbar with live clock š Bottom bar with desktop icons to select on first click, and open on the second Draggable (click and hold on the Handle text), closable (click on Close), and overlapping windows (click š² a window to bring it forward!) Easter Egg š£: text that changes colour when you hover over it! Try to find it š Multiple Apps š„: Welcome: intro to olivOS About me: introduction about me! Blog š: entries about my experiences, with a sidebar for selection Fun Facts: random fun fact generator:) Find out more information by reading my projectās README, on github: https://github.com/OliviaSYS/olivOS !! Try My Project š: https://oliviasys.github.io/olivOS/ !! Challenges š¢(this project was not as simple as I thought, but it was quite fun to build!): Iām not an expert at CSS and JS, so I sometimes made mistakes in my code, forcing me to do some debugging at the end of each programming session. I didnāt know that you had to have a āborder-styleā attribute in order for the borders to appear, so I spent a lot of time trying to fix this, until I decided to use the simpler āborderā attribute and figured it out! variable names for js array confused with variable names for css id. some classes that I had at the beginning, when some js functions didnāt exist, were not removed afterwards after following the tutorial, I had to spend a lot of time cleaning up my code because I was not sure which parts to delete during the process:(. however, I read over my code slowly and realized that I didnāt need specific functions for each window, only the general one:))) finally, the guide had a lot of css styles embedded in html tags, so I found it a bit hard for me to follow it because I wanted different css. What Iām Proud of āØ: learning how to make a webOS after 8 hours of working hard and coding! š discovering how to load content programmatically making my own personal themes using CSS, as well as my personal fun fact generator app! :))) Credits: Hack Club JamHacks Tutorial!! Btw thank you StarDance and Hack Club for this amazing opportunity!", "repo": "https://github.com/OliviaSYS/olivOS", "demo": "https://oliviasys.github.io/olivOS/"}]...
|
[{"post_id": 70541, "ts": "202 [{"post_id": 70541, "ts": "2026-09-19T10:26:01Z", "hours": 0.595, "text": "Finished README.md! Read the image below or go directly to my project github: https://github.com/OliviaSYS/olivOS"}, {"post_id": 70513, "ts": "2026-09-19T09:36:53Z", "hours": 2.8794, "text": "Major Updates: Added a blog (following the āCreate Your First Appā part of the JamHacks WebOS guide) ~ added some css transitions for the left sidebar for personalization! Hoping to add a posting feature in the future:) Created a div for the bottom bar, to store all the desktop app icons! Minor Updates: Again, changed/added a LOT of css! Ex. my āgenerate a fun factā button, borders (initially, i had all the border-weight, border-style, border-color attributes separate, but i combined them into one border attribute to make my code cleaner!) topbar colours/margins/padding webOS wallpaper and lots of font-size/color for text! Debugging: too many to list! involved the wrong css in script.js: confusion between my array blogContent and my variable blogContent for query selecting ā#blogContentā (now changed to blogcontent to prevent this error). This caused the āhandleā of my blog window to break:((( Anyways, olivOS should be completed or WebOS 1! Gonna ship soon:)))"}, {"post_id": 69969, "ts": "2026-09-18T04:30:51Z", "hours": 1.5267, "text": "Finally, I decided to add some (kind of random) css in order to make sure my code worked. For example, I added padding, position, colors, and align indicators to various elements. An issue I struggled with was: āāflex-direction: column, which was supposed to be the case for my windows, but I discovered that I had a duplicate: āā.window { āāāflex-direction: row; āā} which was my bug! I realized that there was a significant number of bugs in my code - i put the āāāselectedā class manually when i wasnāt supposed to, i forgot a dot/period before āāā/imagesā¦ā and i also had āādragElement(element.id) instead of āādragElement(screen). Now, my handle actually works, and it flashes turquoise when it is selected!"}, {"post_id": 69471, "ts": "2026-09-17T03:57:38Z", "hours": 0.9003, "text": "I added a fun facts window as my first personalized/advanced app! This used the normal style of a fun fact generator - a button and text. When I customize all my css, Iām hoping to add a border for the fun fact container in order for the size to be constant. Btw, I previously had all my fun facts in an html list, but then in order for it to be a random generator, I moved the strings to a javascript array and had to make sure my code wasnāt (displayfunfact is an id): āādisplayfunfact.textContent, but: āādisplayfunfact.innerHTML. That way my and tags would work! In the end, this worked out well:)"}, {"post_id": 68962, "ts": "2026-09-16T03:49:42Z", "hours": 0.5867, "text": "After following the guide, I realized that I had many bugs inside my code-it was really disorganized! I took some time to fix it by putting all of the app icons inside a ā#desktopappsā div, as well as the windows inside ā#windowsā. In addition, I fixed some of my js, which originally had specific open and close operations for my āwelcome windowā. However, I now generalized those functions for all types of windows instead. <:~:> now it works a lot better! :))"}, {"post_id": 68499, "ts": "2026-09-15T07:06:16Z", "hours": 1.3689, "text": "Completed Pt.I, II, and III of the guide! However, I didnāt really focus on the aesthetics (css) aspect of my WebOS; instead writing mostly HTML and some JS for closing and opening windows, and also the clock, which you can see in the top right corner. Iām finally starting this project:)"}]...
|
Title: olivOS by @opu314 | Stardance
Devlogs:
Com Title: olivOS by @opu314 | Stardance
Devlogs:
Completed Pt.I, II, and III of the guide! However, I didnāt really focus on the aesthetics (css) aspect of my WebOS; instead writing mostly HTML and some JS for closing and opening windows, and also the clock, which you can see in the top right corner. Iām finally starting this project:)
After following the guide, I realized that I had many bugs inside my code-it was really disorganized! I took some time to fix it by putting all of the app icons inside a ā#desktopappsā div, as well as the windows inside ā#windowsā. In addition, I fixed some of my js, which originally had specific open and close operations for my āwelcome windowā. However, I now generalized those functions for all types of windows instead. <:~:> now it works a lot better! :))
I added a fun facts window as my first personalized/advanced app! This used the normal style of a fun fact generator - a button and text. When I customize all my css, Iām hoping to add a border for the fun fact container in order for the size to be constant. Btw, I previously had all my fun facts in an html list, but then in order for it to be a random generator, I moved the strings to a javascript array and had to make sure my code wasnāt (displayfunfact is an id): āādisplayfunfact.textContent, but: āādisplayfunfact.innerHTML. That way my and tags would work! In the end, this worked out well:)
Finally, I decided to add some (kind of random) css in order to make sure my code worked. For example, I added padding, position, colors, and align indicators to various elements. An issue I struggled with was: āāflex-direction: column, which was supposed to be the case for my windows, but I discovered that I had a duplicate: āā.window { āāāflex-direction: row; āā} which was my bug! I realized that there was a significant number of bugs in my code - i put the āāāselectedā class manually when i wasnāt supposed to, i forgot a dot/period before āāā/imagesā¦ā and i also had āādragElement(element.id) instead of āādragElement(screen). Now, my handle actually works, and it flashes turquoise when it is selected!
Major Updates: Added a blog (following the āCreate Your First Appā part of the JamHacks WebOS guide) ~ added some css transitions for the left sidebar for personalization! Hoping to add a posting feature in the future:) Created a div for the bottom bar, to store all the desktop app icons! Minor Updates: Again, changed/added a LOT of css! Ex. my āgenerate a fun factā button, borders (initially, i had all the border-weight, border-style, border-color attributes separate, but i combined them into one border attribute to make my code cleaner!) topbar colours/margins/padding webOS wallpaper and lots of font-size/color for text! Debugging: too many to list! involved the wrong css in script.js: confusion between my array blogContent and my variable blogContent for query selecting ā#blogContentā (now changed to blogcontent to prevent this error). This caused the āhandleā of my blog window to break:((( Anyways, olivOS should be completed or WebOS 1! Gonna ship soon:)))
Finished README.md! Read the image below or go directly to my project github: https://github.com/OliviaSYS/olivOS
Ships:
What I Made š°: olivOS, a bunny-themed webOS that reflects my passions, interests, and life Features š²: Topbar with live clock š Bottom bar with desktop icons to select on first click, and open on the second Draggable (click and hold on the Handle text), closable (click on Close), and overlapping windows (click š² a window to bring it forward!) Easter Egg š£: text that changes colour when you hover over it! Try to find it š Multiple Apps š„: Welcome: intro to olivOS About me: introduction about me! Blog š: entries about my experiences, with a sidebar for selection Fun Facts: random fun fact generator:) Find out more information by reading my projectās README, on github: https://github.com/OliviaSYS/olivOS !! Try My Project š: https://oliviasys.github.io/olivOS/ !! Challenges š¢(this project was not as simple as I thought, but it was quite fun to build!): Iām not an expert at CSS and JS, so I sometimes made mistakes in my code, forcing me to do some debugging at the end of each programming session. I didnāt know that you had to have a āborder-styleā attribute in order for the borders to appear, so I spent a lot of time trying to fix this, until I decided to use the simpler āborderā attribute and figured it out! variable names for js array confused with variable names for css id. some classes that I had at the beginning, when some js functions didnāt exist, were not removed afterwards after following the tutorial, I had to spend a lot of time cleaning up my code because I was not sure which parts to delete during the process:(. however, I read over my code slowly and realized that I didnāt need specific functions for each window, only the general one:))) finally, the guide had a lot of css styles embedded in html tags, so I found it a bit hard for me to follow it because I wanted different css. What Iām Proud of āØ: learning how to make a webOS after 8 hours of working hard and coding! š discovering how to load content programmatically making my own personal themes using CSS, as well as my personal fun fact generator app! :))) Credits: Hack Club JamHacks Tutorial!! Btw thank you StarDance and Hack Club for this amazing opportunity!...
|
1793202720.659244
|
1793289120.659244
|
|
25559
|
an overly-asthetic personal website by @Jeremy_W | an overly-asthetic personal website by @Jeremy_W | Stardance...
|
Jeremy_W
|
1
|
41.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T07:36:20Z", "hours": 41.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I tried to make a personal website and give it the most aesthetic tailwind effects I could give it", "repo": "https://github.com/khwongjeremy-netizen/Make-da-best-personal-website-ever", "demo": "https://khwongjeremy-netizen.github.io/Make-da-best-personal-website-ever/index.html"}]...
|
[{"post_id": 62659, "ts": "202 [{"post_id": 62659, "ts": "2026-09-06T04:08:38Z", "hours": 1.5033, "text": "This time, I wokred on adding finishing touches to ship the project. I have deployed it on gihtub and you can access it via link"}, {"post_id": 57686, "ts": "2026-08-29T22:32:59Z", "hours": 2.0222, "text": "Hi, from two hours I succesffully deployed my first few images into my projects page. this willl help better present the projects ath I have recently been working on. On top of that OI have uniqley styled these pages to have thier own matching colour scheme"}, {"post_id": 53327, "ts": "2026-08-23T20:02:24Z", "hours": 1.3681, "text": "I worked on making the website links more accesible on all links, adding to it;s interactability while fixiign up on a. few more issues and adjustments. i am running otu of Ideas for my website. Iāll be finnishing this up soon."}, {"post_id": 52135, "ts": "2026-08-22T07:07:54Z", "hours": 1.105, "text": "added a navigation ection on my contacts page. now my website can be througuhgly traversed accrsoss all pages Iāve jsut been polishing up and adding more details and features like underlines bars etc."}, {"post_id": 51830, "ts": "2026-08-21T18:03:41Z", "hours": 1.0936, "text": "I am logging off an hour of work I have made, I added more hover effcts to the sectiosn of the projects page for more interactivity"}, {"post_id": 51474, "ts": "2026-08-21T06:21:11Z", "hours": 2.9911, "text": "I am not sure why I logged 3 hours of this, but I just tried working more on thje layout just polishing some pages of the website."}, {"post_id": 48654, "ts": "2026-08-17T04:17:19Z", "hours": 2.2561, "text": "Creaeted the baseline for this clean aeshtetic for my contacts page, I amde it kind fo absic and i am runnning out of images to put here soI just amde a bse tempalte for now I am planning on mkaing this a little more cooler with some features later. To be honest, I donāt think this website has done too good of a job of what itās intended to do, I mean it is interactive but, not what I envision it to be at itās peak⦠Iām not sure yet but Iāll keep trying. I was really inspired by those websites that had won awards like nk studios and igloo.inc. But I understand those were prodcued by teams of professionals"}, {"post_id": 44994, "ts": "2026-08-11T04:00:05Z", "hours": 1.8119, "text": "Today I really tried to create the scrollign dial wheel feature on my website, but it proved ot be really challenging. I ran into multiple errors and complications with importing libraries using suitable libraries and finding good ways to test code. I ended up going back to square one with no animations, just divs. Which is arguable better than what I origionally had, because the animation then looked atrocious. It being slow, choppy and delayed."}, {"post_id": 43468, "ts": "2026-08-08T19:04:45Z", "hours": 1.2328, "text": "Got started working on the projects tab on my website, I want to make like a dail formation on loike a row to reveal my projects that I have built across the years"}, {"post_id": 43134, "ts": "2026-08-08T07:15:10Z", "hours": 1.1653, "text": "Update on Personal Portoflio:: -Created another category for my stories page -This will lead into my next page where it will be about projects I have wroked on and other greate work I have done, Photography, codig, building, etc. I also did try to add anothe interactive background but unfortunately I ran into a bunch of errors and I didnāt know how to solve alot of them -I will liekly work on this project for longer durations in the next upcomming weeks and days. while balanacing other responsibilites and habits as well."}, {"post_id": 35655, "ts": "2026-07-27T07:24:03Z", "hours": 0.7811, "text": "I lowkey made the prject worse< I typed in some fo the ocntent heere for the storty making it drasticllt shorter and mroe consicce then the last one. I tried putting in some animation stuff ofr it but it hasn;t worked."}, {"post_id": 34469, "ts": "2026-07-25T06:16:41Z", "hours": 1.2956, "text": "I started working on my story page, of my jounrye to becommming an engineer. I started styling the webpage and got the basic layout of it down, ttomorrow I will focus on the animations and foinal touches and texgt of the story page."}, {"post_id": 33749, "ts": "2026-07-23T22:14:38Z", "hours": 1.1364, "text": "So I added this section popup fro my images and I added in some text for the images of my website. So that will pretty much conclude my first age, I am happy with this design and I will move onto the nxt page"}, {"post_id": 33308, "ts": "2026-07-23T03:13:09Z", "hours": 2.1403, "text": "MWHAHAAHHAHA GUYS I am back and now after beng finnished my header for my. opening page I am moving onto the iamges where I styled them and gave them a fading in intro, I lowk didnāt work on much today and I know I have to do like homework and sstuff so Imma leave it there."}, {"post_id": 31627, "ts": "2026-07-20T05:43:00Z", "hours": 1.2494, "text": "So, I decided to work on it for a little bit more, this time I got started on teh dropdown feature of. my homepage webstie. this is. ahuge part as this helsp show who i am and what I like and it should be relevant to nayone chekcing my website. this took a while to input, but it still needs a little tweaking to be considered done."}, {"post_id": 31584, "ts": "2026-07-20T03:04:11Z", "hours": 1.8481, "text": "HAHA! after 2 weeks of summer school, a hackathon later and practicing arduino stuff. I am back on this project! I found it really challenging to find a good color pallet to maket this thing interactable, so maybe color pallete is like a later thing, ut I gave it a 3d interactable bacgkround header!! woohoo!! thius is one of my goals when tryuing to replicate those really cool websites so Iām really proud. for a second it did wokr but I kinda. broke it again becasue I tried adding some new code. I will probably fix it tomorrow. the colopallete must wait"}, {"post_id": 25738, "ts": "2026-07-10T05:32:17Z", "hours": 1.0089, "text": "I tried getting gemini to create an example of what I had wanted for my overly-aesthetic website, I use ai to generate code which I then manually check over and type on my own finding out and discovering my mechanics while being given a somewhat of a image or refrence of what I want, but following the code gemini had created was found confusing when I tried to tell it how it would create my draft of my personal website, not only did I run into errors trying to type the code but i had found that it had included alot of weird divs created and language used that seemingly served no purpose to my idea of the website, rather than being helpful it was kind of fluffy and being extra so I lowkey ran into wasting an hour of coding, however I found a good website refrence that I was fascinated by itās simple and effective design that I could adopt into my own website, in the future I will closely analyze this website and use ais to teach me more about this type of design."}, {"post_id": 25169, "ts": "2026-07-09T06:55:21Z", "hours": 1.2892, "text": "Since getting an inspiration and refrence from other websites. I have restarted the project and started working on hte basic html layout fo the first two pages, Iāll try to style them in a really interactive and visually apppealing style that resembles most modern websites."}, {"post_id": 24519, "ts": "2026-07-08T03:48:37Z", "hours": 0.2767, "text": "I was pretty unsatisfieied with the vision of my resulting outcome of my website, it still in a way seemede a little generic broing and balnd even with the extensive hover and intractive freatures so I topok today to draw inspriation from 3 other websitesl. i created an md file to map out my thoughts and since I kinda got a bit busier with summer school I will be stalling toay and picking up pace when I get the oppportunity."}, {"post_id": 23860, "ts": "2026-07-07T01:30:45Z", "hours": 0.6308, "text": "I finnished up on the fading in effect for the timeline/story of my website protfolio I havenāt added any imagees tho. Iāll work on all the tailwind and mechanics first then Iāll move to importing images, and finding a better colour scheme and making the layout more visually appealing"}, {"post_id": 23819, "ts": "2026-07-06T23:54:30Z", "hours": 0.8631, "text": "I started working on the scroll- flow-in timeline mechanic of my story tab in the website, currently itās not done and I think itās a little broken but Iāll finnish it up later."}, {"post_id": 23230, "ts": "2026-07-06T01:42:29Z", "hours": 0.9997, "text": "I added a new music list onto the portfolio webstie talking about all the favourite songs I like, I also stared working on the story page that talked about how i came onto this personal path. I faced some small typos but overall got through it. I am planning on adding a similar effect I had with my lists to the small description on the āmy storyā page. I am planning to style this like a timeline. where boxes adn their yeaers will slowly reveal themselves as you scroll down"}, {"post_id": 22682, "ts": "2026-07-05T07:32:27Z", "hours": 0.5531, "text": "worked on adding the list changing image feature on all of the lists of my home page. Now I just have to add a music taste list and add links to each of the lits items and that should be it for the home page. it sitll looks a little 2d and basicā¦. the styling color pa;llet literally has only 3-4 colors and uses only 2 most of the timeā¦. so I am gonna have to change that up. yt thatās just a simple code fix. I had this problem where the image kept being at the bottom of the lsit isntead of opening up on the side and it was because I realzied I hadnāt used flexbox propoerties so once I appleid them to both items of teh list and the image I was able to get a smooth visual expression of my interests with a clean smooth layout, aesthetic and appeal. Lowkey midnight motivation pushed me throguh some key changes in the website thatās probably it for the night I am gonna turn the monitor off."}, {"post_id": 22582, "ts": "2026-07-05T03:25:47Z", "hours": 1.6742, "text": "I worked to implement the swtich image freature to all lists, i havenāt found suitabele images for it tho and I am kinda lazy for it ⦠;("}, {"post_id": 21940, "ts": "2026-07-04T04:21:09Z", "hours": 2.1508, "text": "So, I added a reveal list contents feature to each of the lists using javascript, origionally I ahd to make a unique function for each lsit which was super tedious and annoying and it was just really bad coding rpactices so I deciced to wokr to make my code shorter, more organized and readable, this project, has already come along way thenw hen I had first started it 2 weeks ago⦠I still am thinking of what kind of images I should add but to be hoenst , finding an image that perfectly represent the topic and adding it is a bit of a drag and kinda disrupts the coding workflow flow-state I sually get into in coding so, Iām gonna have to trian my mind for that. I usually am not that good at using javascript so it was good that I got able to practice it well here."}, {"post_id": 21292, "ts": "2026-07-03T04:30:40Z", "hours": 0.7961, "text": "Worked to make the effect for one of the lsits apply to all lists for the home page. Also planning to add more imgaes to teh website in the future."}, {"post_id": 21135, "ts": "2026-07-02T22:48:18Z", "hours": 1.1833, "text": "I figured out the layout of styling the lists for my portfolio websote and itās comming together alot. better now. Iāve made a list have special animations when hovereed that reveal itās contents and Iāve figured out some JS to make a quote appear when you click on my profile. next time I will focus on giving that effect to all of the lists !! a Huge challenge was actually getting the animatiosn right. I had so many unbeleivable typos which was annoying to work with. Some of the syntax also still confused me and I did not yet understnad the meaning of some commands like āoverflow-hiddenā. but Learning is definitely part of the process here! Although the aesthetic is kinda nice the color pallete is a bit too simple Iālll try and make it more flashy and expressive rather than deep, dark and lowkey"}, {"post_id": 20529, "ts": "2026-07-02T04:33:54Z", "hours": 1.3314, "text": "I proofread and revised parts of my descirption for my personal website, since the goal is overly-aesthetic and interactivness I went ahead and added a profile-hover name reveal feature. Additionally making it minamalisitc while also intractive this is a major drafting and learning leap for my project as I learned more mechanics about tailwind and set the tone on future design of the website. Overall. I am very proud of my work today. Although I had initially struggled with styling the image correctly and somehwo it would never update, I had finally realzied that it was ebcause my tailwind css wasnāt reading my html correctly and I now had a deeper understandin gof where errors like those came from when using tailwind."}, {"post_id": 17453, "ts": "2026-06-28T07:31:31Z", "hours": 0.6325, "text": "Since my personal profiel information was now. alittle outdated and needed some updating I worked to add in those updates I am near running a dead end on how to make this overly aesthetic so when I hit that roadblock I am gonna start planning out how I actually want my own website to look"}, {"post_id": 16768, "ts": "2026-06-27T07:18:40Z", "hours": 0.27, "text": "Not much was done today B Ut I mostyl focused on adding links to the personal website lists. on my home page and I got stared on inputting basics for images. i want tsi to be interactive and a profile that provides the depth of my charceter so I should include links, refernces etc that lead to my hobbies, projects, likes and more I will work more on these features in the morning,"}, {"post_id": 16152, "ts": "2026-06-26T07:56:57Z", "hours": 0.6483, "text": "So I started on moving the css styling components from the origional website ot it;s outer parts to salvage supplies"}, {"post_id": 15521, "ts": "2026-06-25T06:41:24Z", "hours": 1.2978, "text": "overall I worked on connectin gthis repository to this program and I got to work trasnfering the tailwind design styles on my home page across other pages. My overall goal is to learn how to use tailwind and create a project for my own so trying to use aistrictly as likea. google but never let it automate writing code for me. Trying to learn the basics of tailwind for now and then when I ge tmore proficient at it I can master some more creative design options"}]...
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Title: an overly-asthetic personal website by @Jer Title: an overly-asthetic personal website by @Jeremy_W | Stardance
Devlogs:
overall I worked on connectin gthis repository to this program and I got to work trasnfering the tailwind design styles on my home page across other pages. My overall goal is to learn how to use tailwind and create a project for my own so trying to use aistrictly as likea. google but never let it automate writing code for me. Trying to learn the basics of tailwind for now and then when I ge tmore proficient at it I can master some more creative design options
So I started on moving the css styling components from the origional website ot it;s outer parts to salvage supplies
Not much was done today B Ut I mostyl focused on adding links to the personal website lists. on my home page and I got stared on inputting basics for images. i want tsi to be interactive and a profile that provides the depth of my charceter so I should include links, refernces etc that lead to my hobbies, projects, likes and more I will work more on these features in the morning,
Since my personal profiel information was now. alittle outdated and needed some updating I worked to add in those updates I am near running a dead end on how to make this overly aesthetic so when I hit that roadblock I am gonna start planning out how I actually want my own website to look
I proofread and revised parts of my descirption for my personal website, since the goal is overly-aesthetic and interactivness I went ahead and added a profile-hover name reveal feature. Additionally making it minamalisitc while also intractive this is a major drafting and learning leap for my project as I learned more mechanics about tailwind and set the tone on future design of the website. Overall. I am very proud of my work today. Although I had initially struggled with styling the image correctly and somehwo it would never update, I had finally realzied that it was ebcause my tailwind css wasnāt reading my html correctly and I now had a deeper understandin gof where errors like those came from when using tailwind.
I figured out the layout of styling the lists for my portfolio websote and itās comming together alot. better now. Iāve made a list have special animations when hovereed that reveal itās contents and Iāve figured out some JS to make a quote appear when you click on my profile. next time I will focus on giving that effect to all of the lists !! a Huge challenge was actually getting the animatiosn right. I had so many unbeleivable typos which was annoying to work with. Some of the syntax also still confused me and I did not yet understnad the meaning of some commands like āoverflow-hiddenā. but Learning is definitely part of the process here! Although the aesthetic is kinda nice the color pallete is a bit too simple Iālll try and make it more flashy and expressive rather than deep, dark and lowkey
Worked to make the effect for one of the lsits apply to all lists for the home page. Also planning to add more imgaes to teh website in the future.
So, I added a reveal list contents feature to each of the lists using javascript, origionally I ahd to make a unique function for each lsit which was super tedious and annoying and it was just really bad coding rpactices so I deciced to wokr to make my code shorter, more organized and readable, this project, has already come along way thenw hen I had first started it 2 weeks ago⦠I still am thinking of what kind of images I should add but to be hoenst , finding an image that perfectly represent the topic and adding it is a bit of a drag and kinda disrupts the coding workflow flow-state I sually get into in coding so, Iām gonna have to trian my mind for that. I usually am not that good at using javascript so it was good that I got able to practice it well here.
I worked to implement the swtich image freature to all lists, i havenāt found suitabele images for it tho and I am kinda lazy for it ⦠;(
worked on adding the list changing image feature on all of the lists of my home page. Now I just have to add a music taste list and add links to each of the lits items and that should be it for the home page. it sitll looks a little 2d and basicā¦. the styling color pa;llet literally has only 3-4 colors and uses only 2 most of the timeā¦. so I am gonna have to change that up. yt thatās just a simple code fix. I had this problem where the image kept being at the bottom of the lsit isntead of opening up on the side and it was because I realzied I hadnāt used flexbox propoerties so once I appleid them to both items of teh list and the image I was able to get a smooth visual expression of my interests with a clean smooth layout, aesthetic and appeal. Lowkey midnight motivation pushed me throguh some key changes in the website thatās probably it for the night I am gonna turn the monitor off.
I added a new music list onto the portfolio webstie talking about all the favourite songs I like, I also stared working on the story page that talked about how i came onto this personal path. I faced some small typos but overall got through it. I am planning on adding a similar effect I had with my lists to the small description on the āmy storyā page. I am planning to style this like a timeline. where boxes adn their yeaers will slowly reveal themselves as you scroll down
I started working on the scroll- flow-in timeline mechanic of my story tab in the website, currently itās not done and I think itās a little broken but Iāll finnish it up later.
I finnished up on the fading in effect for the timeline/story of my website protfolio I havenāt added any imagees tho. Iāll work on all the tailwind and mechanics first then Iāll move to importing images, and finding a better colour scheme and making the layout more visually appealing
I was pretty unsatisfieied with the vision of my resulting outcome of my website, it still in a way seemede a little generic broing and balnd even with the extensive hover and intractive freatures so I topok today to draw inspriation from 3 other websitesl. i created an md file to map out my thoughts and since I kinda got a bit busier with summer school I will be stalling toay and picking up pace when I get the oppportunity.
Since getting an inspiration and refrence from other websites. I have restarted the project and started working on hte basic html layout fo the first two pages, Iāll try to style them in a really interactive and visually apppealing style that resembles most modern websites.
I tried getting gemini to create an example of what I had wanted for my overly-aesthetic website, I use ai to generate code which I then manually check over and type on my own finding out and discovering my mechanics while being given a somewhat of a image or refrence of what I want, but following the code gemini had created was found confusing when I tried to tell it how it would create my draft of my personal website, not only did I run into errors trying to type the code but i had found that it had included alot of weird divs created and language used that seemingly served no purpose to my idea of the website, rather than being helpful it was kind of fluffy and being extra so I lowkey ran into wasting an hour of coding, however I found a good website refrence that I was fascinated by itās simple and effective design that I could adopt into my own website, in the future I will closely analyze this website and use ais to teach me more about this type of design.
HAHA! after 2 weeks of summer school, a hackathon later and practicing arduino stuff. I am back on this project! I found it really challenging to find a good color pallet to maket this thing interactable, so maybe color pallete is like a later thing, ut I gave it a 3d interactable bacgkround header!! woohoo!! thius is one of my goals when tryuing to replicate those really cool websites so Iām really proud. for a second it did wokr but I kinda. broke it again becasue I tried adding some new code. I will probably fix it tomorrow. the colopallete must wait
So, I decided to work on it for a little bit more, this time I got started on teh dropdown feature of. my homepage webstie. this is. ahuge part as this helsp show who i am and what I like and it should be relevant to nayone chekcing my website. this took a while to input, but it still needs a little tweaking to be considered done.
MWHAHAAHHAHA GUYS I am back and now after beng finnished my header for my. opening page I am moving onto the iamges where I styled them and gave them a fading in intro, I lowk didnāt work on much today and I know I have to do like homework and sstuff so Imma leave it there.
So I added this section popup fro my images and I added in some text for the images of my website. So that will pretty much conclude my first age, I am happy with this design and I will move onto the nxt page
I started working on my story page, of my jounrye to becommming an engineer. I started styling the webpage and got the basic layout of it down, ttomorrow I will focus on the animations and foinal touches and texgt of the story page.
I lowkey made the prject worse< I typed in some fo the ocntent heere for the storty making it drasticllt shorter and mroe consicce then the last one. I tried putting in some animation stuff ofr it but it hasn;t worked.
Update on Personal Portoflio:: -Created another category for my stories page -This will lead into my next page where it will be about projects I have wroked on and other greate work I have done, Photography, codig, building, etc. I also did try to add anothe interactive background but unfortunately I ran into a bunch of errors and I didnāt know how to solve alot of them -I will liekly work on this project for longer durations in the next upcomming weeks and days. while balanacing other responsibilites and habits as well.
Got started working on the projects tab on my website, I want to make like a dail formation on loike a row to reveal my projects that I have built across the years
Today I really tried to create the scrollign dial wheel feature on my website, but it proved ot be really challenging. I ran into multiple errors and complications with importing libraries using suitable libraries and finding good ways to test code. I ended up going back to square one with no animations, just divs. Which is arguable better than what I origionally had, because the animation then looked atrocious. It being slow, choppy and delayed.
Creaeted the baseline for this clean aeshtetic for my contacts page, I amde it kind fo absic and i am runnning out of images to put here soI just amde a bse tempalte for now I am planning on mkaing this a little more cooler with some features later. To be honest, I donāt think this website has done too good of a job of what itās intended to do, I mean it is interactive but, not what I envision it to be at itās peak⦠Iām not sure yet but Iāll keep trying. I was really inspired by those websites that had won awards like nk studios and igloo.inc. But I understand those were prodcued by teams of professionals
I am not sure why I logged 3 hours of this, but I just tried working more on thje layout just polishing some pages of the website.
I am logging off an hour of work I have made, I added more hover effcts to the sectiosn of the projects page for more interactivity
added a navigation ection on my contacts page. now my website can be througuhgly traversed accrsoss all pages Iāve jsut been polishing up and adding more details and features like underlines bars etc.
I worked on making the website links more accesible on all links, adding to it;s interactability while fixiign up on a. few more issues and adjustments. i am running otu of Ideas for my website. Iāll be finnishing this up soon.
Hi, from two hours I succesffully deployed my first few images into my projects page. this willl help better present the projects ath I have recently been working on. On top of that OI have uniqley styled these pages to have thier own matching colour scheme
This time, I wokred on adding finishing touches to ship the project. I have deployed it on gihtub and you can access it via link
Ships:
I tried to make a personal website and give it the most aesthetic tailwind effects I could give it...
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1793155671.1593053
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1793242071.1593053
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25584
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The Ultimate Writer's Deck by @blueheart | Sta The Ultimate Writer's Deck by @blueheart | Stardance...
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blueheart
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1
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10.26
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52
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T04:34:59Z", "hours": 10.0, "multiplier": 5.0, "payout": 52, "blessing": "neutral", "text": "From writer to CAD designer (CADder? something-er?) this was such a FUN journey!!!! One of the hardest parts of making this deck / kit was designing all of the patterns by hand, then redesigning in Fusion 360. But that was my favorite part (well, the one Iām most proud of!) and I hope you love the curly + bookish designs as much as I loved making them! Between losing my wifi, and then losing my sanity, to screaming with joy at 1AM over a working file, this project was an incredible test to my writing and CAD skills. But it all worked out! (sort of) (excluding the 100-something times I had to restart my computer because my designs crashed) (or 20-something times my wifi went out) (or the 50-something times I redesigned each prototype in my notebook, Procreate, and Fusion 360) If you want to test out the project, check out my repo, follow assembly instructions (if there are any), follow print settings, print, and enjoy! From one writer to another! MUCH LOVE, HACKERS! Keep shining :D PS. Below is my favorite part of the project :3 the wheel deal, which inspired me to make this whole kit!", "repo": "https://github.com/arislam-cs28/ult-writer-materials", "demo": ""}]...
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[{"post_id": 56296, "ts": "202 [{"post_id": 56296, "ts": "2026-08-28T00:43:14Z", "hours": 0.2628, "text": "DEVLOG #7: in which i revise and reship wassup hackers!!!! ya girl got her project shipped back to her, so itās time for some well-needed modifications! i added a BOM.csv to the project so that people donāt miss the fine print saying āthis is what you need.ā this includes the item, its quantity, and a description. i also added details to the README.md that were missing before, yay! here, you can see more advice from me on how to make sure that your prints donāt go out of wack hehe peace out, hackers!"}, {"post_id": 18964, "ts": "2026-06-30T04:26:19Z", "hours": 0.6744, "text": "DEVLOG #6: the final devlog before i explode (aka the first ship!) wassup hackers!!! itās been years (no, just an hour) since my last devlog!!! i just created the demo video of me playing with the parts of my ultimate writerās kit! itās about 8 minutes long, but i had fun! check my ship to watch the project and go onto the GitHub repo to download the files! i also took finalized photos of all of the physical prototypes. iāll attach my FAVs here for you to see too! WHAT IāVE LEARNED the point spline tool is the BEST tool to fluidly draw with in Fusion take advantage of the mirror tool, it seriously speeds up the work process remember to close those lines. or else you canāt extrude⦠rectangular and circular pattern tools are helpful if youāre doing designs with repetition! KEEP WRITING! so long, hackers! time to put these STL files to USE! hopefully i can get the coaster printed eventually"}, {"post_id": 18912, "ts": "2026-06-30T03:05:56Z", "hours": 2.7903, "text": "DEVLOG #5: writing this as i stare at my not-working 3D printer in pure devastation (a broken heart, torn wires, and my lament on the sorrows of lost internet at the end of a vital project) wassup hackers!!! the internet wires in my house broke, so guess what? i canāt quite print the last part of my ULTIMATE WRITERāS GUIDE prototype 1 ⦠so now, we wait. and stare at the sad lonely STL files. and maybe do the first ship. on the bright side, weāve gotten a lot done since the ID holder. i started off by making a 3-part spinner with two sides: one to roll nonfiction genres and another to roll fiction genres! to flip sides, you just remove the spin indicator from the stand, and flip the wheel. this piece took a TON (when i say ton, i mean a crap ton) of trial-and-error. first, the wheel was too heavy. then too small. then not small enough. text alignment for even weight distribution was the hardest part! but it ended up OK in the final print. then i made the pen holder. it was initially supposed to look like an inkwell, but after many redesigns, i went for something that was supposed to look like an ancient battleground / battle ring / temple. :> the quote at its base is one of my own!!!! canāt wait to show yāall. PLEASE check the README once Iāve shipped my biggest struggle with this piece was actually learning how to use rectangular alignment in Fusion, but it ended up working out? i should have enabled supports though :( I ended up with a stringy print instead, with drooping filament⦠ouch. now, for my grandest tragedy. i couldnāt print the coaster, when it was one of the most detail-heavy parts. my printer wonāt be back up for several days, so iāll add the STL file to the repo and ship it off. iāll print the official coaster and add it to the README once i have internet again. but that will take a long, long time⦠iāll be back (soon) for my last devlog (before my first ship) in a century (in like 20 minutes after finishing the README). you guys will see the official printed models then! goodbye, hackers!"}, {"post_id": 18086, "ts": "2026-06-29T02:35:24Z", "hours": 1.3589, "text": "DEVLOG #4: in which i tweak out over my second failed ID holder prototype (i was sad) (i really was) wassup hackers!!! this devlog was certainly a ride. a ride in which i made a NEW detailed ID holder nothing like my old failed prototype⦠and it still failed anyways. the steps to making my sad fumbly prototype? measure your ID card (should be default size) make the base holder in Fusion 360 cut out a window to actually SEE the card add pretty details to the back so the ID holder was for writers to use in case they ever went to conferences and needed something swaggy and shiny and sturdy too. sounds chill, but then i pulled out my school ID, and i sorta scratched the hell out of that. oops i also forgot to make a separate pulling-out-the-card mechanism, in all my excitement to make the back detailing⦠ouch. hopefully this prints out well enough to push the ID in and out safely. āat least the back looks nice, though, arisha!ā you might say. but yeah, nope, i put it into my printerās slicer⦠and my designs got cut off. so i redesigned for the third time! turns out the initial feather bits were too thin. i also tried a new print orientation! instead of horizontal, iām printing vertically, so that should HYPOTHETICALLY work better in reducing print stringiness. so long, stars! time to actually finish this project⦠eventually. keep shining :D"}, {"post_id": 17309, "ts": "2026-06-28T01:09:04Z", "hours": 1.2667, "text": "DEVLOG 3: the unexpected devlog (in which i fumble to make a single die) (and then succeed) (sort of) wassup hackers!!! wasnāt really planning on doing a devlog after just one hour of work, but this die is so glorious i feel alive again every writer faces the decision: should i write poetry, a novel, a short story, etc. etc⦠so why donāt we roll on it! this one took a bit of trial and error. i started by making 6 side designs for my die, but the designs took a while to decide on. i ended up drafting: gavel: journalism / article mask: play / scriptwriting pages: short story book: novel quotation marks: essay inkwell + quill: poetry then it was time to Fusion again. once again, extrude, point spline, and line tool were the LOMLs. but i used box for the base shape my biggest worry with this design was uneven weight distribution + difficulty with small gaps + supports when printing though! we want our writer choices to be unbiased and easy to set up so instead of going with my initial planāto extrude the designs outwardsāi decided to cut inward. it looks cleaner, prints cleaner, and is overall more even in weight, i find. dunno how that works, but it does? anyways, peace! onto the next part of the kitā¦"}, {"post_id": 17068, "ts": "2026-06-27T18:29:47Z", "hours": 2.0669, "text": "DEVLOG #2: drafting + creating the Readerās Bookmark wassup, hackers! (x2) we just went from ONE bookmark to TWO!!! i mean, my hand is cramped from Fusion 360ās point spline + extrude tools, but we made it! every writer had to be a reader before they started writing, so i decided to make the readerās bookmark today, for writerās to use when reading for inspo or looking through their manuscript! i started by first drawing out the basic floral design i wanted, in Procreate Pocketāit was meant to be sorta flower-y, fantasy-like, and just elegant to look at and sleek to hold. i refined the drawing, then pushed it into Fusion to build. in Fusion, i had a crisis trying to maneuver point spline. I swear, that tool has something against me. i redrew the florals + swirls, added a moon-sun-stars window, and extruded the design however my writer/artist heart felt. had to redraw a few lines that were too thin to extrude or overlapped. (this was my first time using the mirror tool, WHOA!) we ended up pretty good! meet the readerās bookmark below"}, {"post_id": 16683, "ts": "2026-06-27T03:43:34Z", "hours": 2.3208, "text": "DEVLOG #1: drafting the āUltimate Writerās Deckā + creating the Writerās Bookmark wassup, hackers! ya girl went from blank desk + blank head, to Fusion 360-built bookmark (albeit after fighting Fusionās extrude tool for 2 hours). guess which writer sat down with NO motivation to write! you guessed right, me! so i decided to build a catalog of trinkets for writers to use if they needed inspiration, or items to make work more fun. drafted a list of ~10 items for the āULTIMATE WRITERās DECK.ā i then sketched out the first partāthe writerās bookmarkāmeant to have tabs, corner designs, and line guides that are good for manuscript edits. then, Fusion 360!!! lwk wrestled against the extrude tool. it took me 20 minutes just to make one fancy corner design⦠before deleting it entirely. but i learned how to use the āBreakā tool and fixed up line issues, then remade all of the designs! came out pretty solid time to push this into the big Bambu Lab A1, bubs! :0"}]...
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Title: The Ultimate Writer's Deck by @bluehear Title: The Ultimate Writer's Deck by @blueheart | Stardance
Devlogs:
DEVLOG #1: drafting the āUltimate Writerās Deckā + creating the Writerās Bookmark wassup, hackers! ya girl went from blank desk + blank head, to Fusion 360-built bookmark (albeit after fighting Fusionās extrude tool for 2 hours). guess which writer sat down with NO motivation to write! you guessed right, me! so i decided to build a catalog of trinkets for writers to use if they needed inspiration, or items to make work more fun. drafted a list of ~10 items for the āULTIMATE WRITERās DECK.ā i then sketched out the first partāthe writerās bookmarkāmeant to have tabs, corner designs, and line guides that are good for manuscript edits. then, Fusion 360!!! lwk wrestled against the extrude tool. it took me 20 minutes just to make one fancy corner design⦠before deleting it entirely. but i learned how to use the āBreakā tool and fixed up line issues, then remade all of the designs! came out pretty solid time to push this into the big Bambu Lab A1, bubs! :0
DEVLOG #2: drafting + creating the Readerās Bookmark wassup, hackers! (x2) we just went from ONE bookmark to TWO!!! i mean, my hand is cramped from Fusion 360ās point spline + extrude tools, but we made it! every writer had to be a reader before they started writing, so i decided to make the readerās bookmark today, for writerās to use when reading for inspo or looking through their manuscript! i started by first drawing out the basic floral design i wanted, in Procreate Pocketāit was meant to be sorta flower-y, fantasy-like, and just elegant to look at and sleek to hold. i refined the drawing, then pushed it into Fusion to build. in Fusion, i had a crisis trying to maneuver point spline. I swear, that tool has something against me. i redrew the florals + swirls, added a moon-sun-stars window, and extruded the design however my writer/artist heart felt. had to redraw a few lines that were too thin to extrude or overlapped. (this was my first time using the mirror tool, WHOA!) we ended up pretty good! meet the readerās bookmark below
DEVLOG 3: the unexpected devlog (in which i fumble to make a single die) (and then succeed) (sort of) wassup hackers!!! wasnāt really planning on doing a devlog after just one hour of work, but this die is so glorious i feel alive again every writer faces the decision: should i write poetry, a novel, a short story, etc. etc⦠so why donāt we roll on it! this one took a bit of trial and error. i started by making 6 side designs for my die, but the designs took a while to decide on. i ended up drafting: gavel: journalism / article mask: play / scriptwriting pages: short story book: novel quotation marks: essay inkwell + quill: poetry then it was time to Fusion again. once again, extrude, point spline, and line tool were the LOMLs. but i used box for the base shape my biggest worry with this design was uneven weight distribution + difficulty with small gaps + supports when printing though! we want our writer choices to be unbiased and easy to set up so instead of going with my initial planāto extrude the designs outwardsāi decided to cut inward. it looks cleaner, prints cleaner, and is overall more even in weight, i find. dunno how that works, but it does? anyways, peace! onto the next part of the kitā¦
DEVLOG #4: in which i tweak out over my second failed ID holder prototype (i was sad) (i really was) wassup hackers!!! this devlog was certainly a ride. a ride in which i made a NEW detailed ID holder nothing like my old failed prototype⦠and it still failed anyways. the steps to making my sad fumbly prototype? measure your ID card (should be default size) make the base holder in Fusion 360 cut out a window to actually SEE the card add pretty details to the back so the ID holder was for writers to use in case they ever went to conferences and needed something swaggy and shiny and sturdy too. sounds chill, but then i pulled out my school ID, and i sorta scratched the hell out of that. oops i also forgot to make a separate pulling-out-the-card mechanism, in all my excitement to make the back detailing⦠ouch. hopefully this prints out well enough to push the ID in and out safely. āat least the back looks nice, though, arisha!ā you might say. but yeah, nope, i put it into my printerās slicer⦠and my designs got cut off. so i redesigned for the third time! turns out the initial feather bits were too thin. i also tried a new print orientation! instead of horizontal, iām printing vertically, so that should HYPOTHETICALLY work better in reducing print stringiness. so long, stars! time to actually finish this project⦠eventually. keep shining :D
DEVLOG #5: writing this as i stare at my not-working 3D printer in pure devastation (a broken heart, torn wires, and my lament on the sorrows of lost internet at the end of a vital project) wassup hackers!!! the internet wires in my house broke, so guess what? i canāt quite print the last part of my ULTIMATE WRITERāS GUIDE prototype 1 ⦠so now, we wait. and stare at the sad lonely STL files. and maybe do the first ship. on the bright side, weāve gotten a lot done since the ID holder. i started off by making a 3-part spinner with two sides: one to roll nonfiction genres and another to roll fiction genres! to flip sides, you just remove the spin indicator from the stand, and flip the wheel. this piece took a TON (when i say ton, i mean a crap ton) of trial-and-error. first, the wheel was too heavy. then too small. then not small enough. text alignment for even weight distribution was the hardest part! but it ended up OK in the final print. then i made the pen holder. it was initially supposed to look like an inkwell, but after many redesigns, i went for something that was supposed to look like an ancient battleground / battle ring / temple. :> the quote at its base is one of my own!!!! canāt wait to show yāall. PLEASE check the README once Iāve shipped my biggest struggle with this piece was actually learning how to use rectangular alignment in Fusion, but it ended up working out? i should have enabled supports though :( I ended up with a stringy print instead, with drooping filament⦠ouch. now, for my grandest tragedy. i couldnāt print the coaster, when it was one of the most detail-heavy parts. my printer wonāt be back up for several days, so iāll add the STL file to the repo and ship it off. iāll print the official coaster and add it to the README once i have internet again. but that will take a long, long time⦠iāll be back (soon) for my last devlog (before my first ship) in a century (in like 20 minutes after finishing the README). you guys will see the official printed models then! goodbye, hackers!
DEVLOG #6: the final devlog before i explode (aka the first ship!) wassup hackers!!! itās been years (no, just an hour) since my last devlog!!! i just created the demo video of me playing with the parts of my ultimate writerās kit! itās about 8 minutes long, but i had fun! check my ship to watch the project and go onto the GitHub repo to download the files! i also took finalized photos of all of the physical prototypes. iāll attach my FAVs here for you to see too! WHAT IāVE LEARNED the point spline tool is the BEST tool to fluidly draw with in Fusion take advantage of the mirror tool, it seriously speeds up the work process remember to close those lines. or else you canāt extrude⦠rectangular and circular pattern tools are helpful if youāre doing designs with repetition! KEEP WRITING! so long, hackers! time to put these STL files to USE! hopefully i can get the coaster printed eventually
DEVLOG #7: in which i revise and reship wassup hackers!!!! ya girl got her project shipped back to her, so itās time for some well-needed modifications! i added a BOM.csv to the project so that people donāt miss the fine print saying āthis is what you need.ā this includes the item, its quantity, and a description. i also added details to the README.md that were missing before, yay! here, you can see more advice from me on how to make sure that your prints donāt go out of wack hehe peace out, hackers!
Ships:
From writer to CAD designer (CADder? something-er?) this was such a FUN journey!!!! One of the hardest parts of making this deck / kit was designing all of the patterns by hand, then redesigning in Fusion 360. But that was my favorite part (well, the one Iām most proud of!) and I hope you love the curly + bookish designs as much as I loved making them! Between losing my wifi, and then losing my sanity, to screaming with joy at 1AM over a working file, this project was an incredible test to my writing and CAD skills. But it all worked out! (sort of) (excluding the 100-something times I had to restart my computer because my designs crashed) (or 20-something times my wifi went out) (or the 50-something times I redesigned each prototype in my notebook, Procreate, and Fusion 360) If you want to test out the project, check out my repo, follow assembly instructions (if there are any), follow print settings, print, and enjoy! From one writer to another! MUCH LOVE, HACKERS! Keep shining :D PS. Below is my favorite part of the project :3 the wheel deal, which inspired me to make this whole kit!...
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1793296615.7734768
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1793383015.7734768
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25597
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System_way by @Just | Stardance
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Just
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1
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53.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T04:04:06Z", "hours": 53.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "#System way V1 ##I made a pygame program made to make designing systems such as those in programs easier to make and see. ##The problems it solves: illustrating systems understanding connections Helping explain programs to others ##What were some challenges : Time contrates There were major bugs that seemed impossible to resolve exporting a pygame project to a website for the first time ###But I proud that I persisted and made a prototype of a project that may develop even more. Things to know: The controls are on the github readme", "repo": "https://github.com/justboxedhats/system_way", "demo": "https://justboxedhats.github.io/system_way/"}]...
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[{"post_id": 72078, "ts": "202 [{"post_id": 72078, "ts": "2026-09-22T03:47:55Z", "hours": 2.535, "text": "Devlog #8 I finally got the web version to work correctly!!! Iām going to go to sleep now. Thank you for you time. And have a nice day!"}, {"post_id": 71413, "ts": "2026-09-20T19:41:15Z", "hours": 10.4003, "text": "#Develog 7 I have started to develop the web version of the program. At another point in time, there should be another executable version that has more features. But i ran out of time so i will be submitting the web version soon ( hopefully ). Developments: fixed a bud with node coalitions a text editing bug that reset a nodeās text and more bugs What next? : get the web version running properly set up github sites ship the project Thank you for your time, have a nice day."}, {"post_id": 58459, "ts": "2026-08-30T21:32:55Z", "hours": 7.6028, "text": "Develog #6 Progress: I have gotten the text editing tool to work for the most part but with plenty of bugs and I added to ability to import images and scroll through them (shown in the video bellow). What is next? What I need to work on now is a lot of bug fixing, adding image nodes, adding images to saves, fixing collision pan bug and developing a web version or a exe file to ship the project."}, {"post_id": 52704, "ts": "2026-08-23T00:12:26Z", "hours": 4.7392, "text": "Develop #5 I added the ability to change the fonts and size of the text. Furthermore, the camera can now be panned using a mouse rather than arrow keys! As well I think I may ship the project after adding the ability to modify the text of nodes and importing images into a project. Thank you for your time, Have a Nice day!"}, {"post_id": 44818, "ts": "2026-08-10T20:51:33Z", "hours": 3.705, "text": "Devlog #4 I FINALLY HAVE THE SAVE SYSTEM WORKING !! oh and here is a silly doodle I drew."}, {"post_id": 44212, "ts": "2026-08-09T20:29:18Z", "hours": 8.1317, "text": "Devlog # 3 UPDATED UI/VISUALS AND ADDED CONNECTION TOOLS. To start, a version of the project code can now be found at the projects github page and I wasnāt able to finish the project in the timeline that I set out for myself(8/3 - 8/8) because of how long programing takes. Now what I need to work on : - adding a system for typing text - fixing the file system - adding the system for images - having the nodes(The squares with text and connections) resize . Thatās all, thank you for your time and have a nice day."}, {"post_id": 43141, "ts": "2026-08-08T07:38:33Z", "hours": 6.9506, "text": "dev log #2 ( technically the third) HUGE BACKEND DEVELOPMENTS! I had developed a solution to gain greater control over squares(that are objects) and removed a huge inefficiency problem where several objects were made every frame (fun fact: This issue creates THOUSANDS of objects VERY fast.). And all it took was 6 hours⦠just 6⦠Anyways, what I intend to work on now is to add tools for the user( such as adding a connection between text) and fixing importing and saving systems. Thank you for you time, have a nice day."}, {"post_id": 41803, "ts": "2026-08-06T07:19:35Z", "hours": 6.81, "text": "Develog 1 (YAY): Made early UI elements and started work on developing project save files #Developments : -added lines - added squares -added buttons - added multiple states -added lines #Challenges - not sure how to make squares draggable - taking far too long to place squares by adjusting values - generating way too many objects #Future Development -figuring out how to use python pickle in order to make, save and export files - improving squares class to be more efficient and controllable. Thank you for your time; Have a nice day."}, {"post_id": 39927, "ts": "2026-08-03T07:39:14Z", "hours": 2.1061, "text": "#YAY I made a document!# I wrote a short 2 page overview of a program that is intended to help design systems."}]...
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Title: System_way by @Just | Stardance
Devlogs:
# Title: System_way by @Just | Stardance
Devlogs:
#YAY I made a document!# I wrote a short 2 page overview of a program that is intended to help design systems.
Develog 1 (YAY): Made early UI elements and started work on developing project save files #Developments : -added lines - added squares -added buttons - added multiple states -added lines #Challenges - not sure how to make squares draggable - taking far too long to place squares by adjusting values - generating way too many objects #Future Development -figuring out how to use python pickle in order to make, save and export files - improving squares class to be more efficient and controllable. Thank you for your time; Have a nice day.
dev log #2 ( technically the third) HUGE BACKEND DEVELOPMENTS! I had developed a solution to gain greater control over squares(that are objects) and removed a huge inefficiency problem where several objects were made every frame (fun fact: This issue creates THOUSANDS of objects VERY fast.). And all it took was 6 hours⦠just 6⦠Anyways, what I intend to work on now is to add tools for the user( such as adding a connection between text) and fixing importing and saving systems. Thank you for you time, have a nice day.
Devlog # 3 UPDATED UI/VISUALS AND ADDED CONNECTION TOOLS. To start, a version of the project code can now be found at the projects github page and I wasnāt able to finish the project in the timeline that I set out for myself(8/3 - 8/8) because of how long programing takes. Now what I need to work on : - adding a system for typing text - fixing the file system - adding the system for images - having the nodes(The squares with text and connections) resize . Thatās all, thank you for your time and have a nice day.
Devlog #4 I FINALLY HAVE THE SAVE SYSTEM WORKING !! oh and here is a silly doodle I drew.
Develop #5 I added the ability to change the fonts and size of the text. Furthermore, the camera can now be panned using a mouse rather than arrow keys! As well I think I may ship the project after adding the ability to modify the text of nodes and importing images into a project. Thank you for your time, Have a Nice day!
Develog #6 Progress: I have gotten the text editing tool to work for the most part but with plenty of bugs and I added to ability to import images and scroll through them (shown in the video bellow). What is next? What I need to work on now is a lot of bug fixing, adding image nodes, adding images to saves, fixing collision pan bug and developing a web version or a exe file to ship the project.
#Develog 7 I have started to develop the web version of the program. At another point in time, there should be another executable version that has more features. But i ran out of time so i will be submitting the web version soon ( hopefully ). Developments: fixed a bud with node coalitions a text editing bug that reset a nodeās text and more bugs What next? : get the web version running properly set up github sites ship the project Thank you for your time, have a nice day.
Devlog #8 I finally got the web version to work correctly!!! Iām going to go to sleep now. Thank you for you time. And have a nice day!
Ships:
#System way V1 ##I made a pygame program made to make designing systems such as those in programs easier to make and see. ##The problems it solves: illustrating systems understanding connections Helping explain programs to others ##What were some challenges : Time contrates There were major bugs that seemed impossible to resolve exporting a pygame project to a website for the first time ###But I proud that I persisted and made a prototype of a project that may develop even more. Things to know: The controls are on the github readme...
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1793155714.8626542
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1793242114.8626542
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25598
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itinerarey by @nate | Stardance
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nate
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1
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25.0
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369
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T03:25:36Z", "hours": 25.0, "multiplier": 14.57, "payout": 369, "blessing": "neutral", "text": "Itinerarey is the better way to plan out your trips! When getting ready for a vacation, it can be incredibly stressful to plan out flights, hotels, activities, and more! So, I built itinerarey to make it a bit easier! It uses APIs and web scrapers to compile information from across the internet to have a centralized place to get information. The most challenging part of Itinerarey was the flights and hotels system. There are no free APIs (with good limits) for showing either, so I had to get a bit creative and spend a few hours researching. The flights system runs by contacting an API that runs a python web scraper that is hosted on Render, while the hotels call from an online Booking.com scraper. I am really proud of the recap page, mainly. To me, it feels like a representation of the entire project in its entireity. It shows everything the user did, and it works as a confirmation of every system performing as it should. For testing, please be aware that the render server mmight take up to a minute to load up. Also, due to web scraping being a bit finnicky, some results might not show up. If this happens, try clearing your localstorage and using a new destination. Enjoy your vacations! -nate", "repo": "https://github.com/Np3-0/itinerarey", "demo": "https://itinerarey.vercel.app/"}]...
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[{"post_id": 73441, "ts": "202 [{"post_id": 73441, "ts": "2026-09-25T03:12:47Z", "hours": 3.2119, "text": "Itinerarey is complete! The last thing that I needed to get done was the recap page, which takes all the data in your localstorage and displays it for you! I had to rewrite how the flights and hotels are displayed to show the booking links, but overall it was pretty simple. The main thing that I am proud of is the budget tracker, which shows the prices for everything, including how much is leftover in the budget! This is done with some pretty simple math, but it definitely ties the project together. Lastly, the user can save a copy of this page to their computer. They can then also reset their localstorage to create a brand new trip! Lastly, I got the readme and license done (id take a look if I were you!), and finished deploying everything on vercel. Overall, I am really happy with how Itinerarey came out. I learned a lot about web scrapping and hosting websites from this project, which I hope will come in handy in the future! Thank you all for the support, stardance has been incredible! feel free to dm me in slack! - nate"}, {"post_id": 72073, "ts": "2026-09-22T03:31:50Z", "hours": 3.2789, "text": "The activities portion of the website is done! I did some research, and it turns out that the best way for me to find information on local events is AI! The way it works is by using Google Gemini along with Zod, which allows me to format my API requests to return in JSON. Since it has the same information each time, I can then just treat it as a regular API call. However, I might change it and put this on the backend to try to hide the API key. Anyways, we are almost at the end! The last major portion of the project is the recap page, where I plan to show all info on the trip, let users download, and maybe more! Today went pretty well, and I am excited to finally get this thing done."}, {"post_id": 70976, "ts": "2026-09-20T04:34:37Z", "hours": 3.3614, "text": "So⦠quick update, I tore my ACL! havent really been able to do much since, but today I sat down and got work done. Mainly, I got the hotels done! It works pretty similar to flights system, where the user is prompted with a list, and they choose whichever they want. Now, if you remember, I have been struggling with finding a hotel API, since amadeus shut down. Originally, the plan was rapidAPI, but the rate limits are horrid for that. After some very intense googling, I found omkar.cloud ! They have a bunch of web scrappers with a 200/month limit, so their booking.com API works perfectly. I genuinely was considering dropping the project from this, and I am so happy I found something that worked. Now, the future. There is like 10 days left in stardance, and I need to do the activities, final page, and fix deployment. Activities shouldnāt be that dificult, my plan is to use gemini and prompt it for activity ideas, and then format it to look cool? Im going to still do some research. Now, the main issue is deployment. Github pages doesnāt really support having a .env, so I tried switching to vercel. However, I now need to get localstorage (which I had to use as the cookie got too big lol) working on that, plus the flight API and everything else."}, {"post_id": 65159, "ts": "2026-09-10T03:14:31Z", "hours": 2.3381, "text": "Did I get work done on the hotels part? No! BUT, I did some very needed work on the flight system so that it should work in general. The main issue was that there was no way to convert from cities to airport codes, but I sat down and actually got it done. When the user enters a city and goes to the flight screen, a modal now appears. In the background, a function runs that gets the coordinates of the city, and then creates a 100 km circle around the location, returning all airports inside of it! Originally, the plan was to use nominatim for the geolocating, since itās free, open source, and the goat, but I may have gotten IP banned for having it run 60 times a second for a good few minutes. (This is around 60 times the amount I am supposed to do it). I forgot to remove a variable from a dependency array. ANYWAYS, I used Mapbox instead! I have some experience with it, and its free tier is pretty comprehensive. Once the locations show on the modal, they choose which ones, it reloads to show departures, and then the same system as before applies! This works SO much better, and Iām really proud of the system."}, {"post_id": 61266, "ts": "2026-09-04T03:42:26Z", "hours": 1.16, "text": "So, I got some work done on itinerarey since. Mainly, Iāve been working on error trapping and trying to find a hotelās API. Firstly, I am trying to use airport-data-js to convert city names to airports, but it returns the incorrect values usually. Otherwise, I got the base for the hotel page done. Itās going to look pretty similar to the flights, just with different information. Currently, I need to find an API that works for hotels, but itās going to be a bit of a struggle. I tried fast-hotels, but they are no longer maintained, or at least the current version broke on me. Wish me luck!"}, {"post_id": 59366, "ts": "2026-09-01T03:57:08Z", "hours": 1.375, "text": "The flight system is complete! To reiterate how it works, once you put in a date, a render server with an API is called that uses Python to scrape Google Flights and return (hopefully) accurate flight data. Then, a user chooses the flight they want, it gets saved to the cookie, and it does the same actions for the return flight. The main issue I had with this was getting to swap between departure and returns, since it required some refactoring of the code. It wasnāt anything too bad, though. Next up is going to be finding a hotel API. This is going to be probably just as annoying as with the flights, but there is only one way to find out. Thatāll be tomorrow, though; I am so tired right now lol. Lastly, I am writing this 3 minutes before my time as a Stardance Ambassador ends. I want to thank the team for letting me take this role; Nay-nay and Alex for their help; and everyone whom Iāve interacted with. While the role is done, Iām going to finish this project!"}, {"post_id": 57779, "ts": "2026-08-30T02:17:46Z", "hours": 0.9856, "text": "Now, the flights will actually show up in the website! Using the API, I get an array, and then each flight is put into a custom object that allows it to be displayed! Each option includes basic info such as airline, price, legs, locations, timings, and more! Now that it is styled, the next goal is to save flights to the cookie, and than rerun the same process for the return flight! Overall, I think it looks pretty good!"}, {"post_id": 52020, "ts": "2026-08-22T01:49:59Z", "hours": 1.9211, "text": "This time is fully my bad, I sort of (100%) forgot about this. ANYWAYS, I got some of the biggest progress done yet. Firstly, I got trips to save as cookies in your browser, since its an easier way for me to store data across the website. dont worry, im not stealing your data or anything lol. Then, I did some research (with help from Claude) and found fast-flights, a Python library that is basically a Google Flights scraper, so it works perfectly. Except itās a Python library⦠on a React website. So, I created a seperate repo that contains an API that requests the library and hosted it on render.com. One note is that the links supplied reroute to google flights, so users will have to be careful with choosing correctly. Sadly, theres really no good free options for a flight API (literally everyone shut theirs down lol). Lastly, I connected it all together by writing the base code for querying the API and getting the data back. I do need to actually format it, modify it to work with my data, and display it. But, its a good stopping point for now. By next time, I want to have the flights page looking good, and my API to be more polished!"}, {"post_id": 38419, "ts": "2026-07-31T19:38:47Z", "hours": 1.1278, "text": "So⦠its been a minute! Iāve been out of state doing an engineering program at ND for the past few weeks, and I am FINALLY back home! So, hereās what I got done today! I finished the layout (for now) on for the planning page. For now, you put in the departure/arrival, number of people, dates, and overall budgets. The worst part of getting it to work was the date picker. I spent like 2 hours researching different date-range pickers and trying them out, such as react aria, react-date-range, and more. Eventually, I settled on cally since its lightweight, easy to customize, and didnāt require me to spend 3 hours making it work! I also created a new input type to shrink the file size down. For the future, I plan to get data to actually save in the app, and then start looking for a flights API. The API is going to be an issue. There is really not a lot of choices for a free and large-scale API for what I want. But, its the internet. Theres gotta be something! the website thats published isnāt updated yet, since I have some code that needs to be implemented before I can redeploy."}, {"post_id": 23955, "ts": "2026-07-07T05:30:43Z", "hours": 2.0186, "text": "I started to get some work done on the planning settings! Mainly, I need to track budgets, dates, and what the user actually wants to do and spend money on. The main issue I am currently having is making the date system work. I am going to do more research, though!"}, {"post_id": 21772, "ts": "2026-07-03T21:28:54Z", "hours": 0.9672, "text": "The home page is completely done! I spent around an hour adding in all of the other info, mainly about how the program works. I also spent a decent amount of time redoing the file structure of the website, just so everything is more organized. Now, I have to find the APIs I need. Google Flights doesnāt have one, so I am going to need to do some deep research."}, {"post_id": 20522, "ts": "2026-07-02T04:20:43Z", "hours": 0.6714, "text": "Been on vacation so progress been slow but hereās what I got done! Mainly, the search bar is done! I havenāt been able to program my custom algorithm yet, so right now it just links to google maps. I tried to mimic websites like Kayak and Google Earth, and I think its pretty decent. The main issue I had was with the website crashing when clicking the search bar. ThreeJS couldnt handle the pointer event (it doesnt really make sense), but with changing the z-order and adding a LOT of e.stoppropagation() fixed it. Overall, good progress, and next post I want to get the home page done!"}, {"post_id": 18112, "ts": "2026-06-29T03:36:57Z", "hours": 0.5631, "text": "Two major things for today: I fixed responsiveness, so it looks better on small screens. Also, I started work on the search bar. I have to style it, but its coming along well! shoutout to my friends @ fallout, wish i was allowed to come with! enjoy!"}, {"post_id": 16726, "ts": "2026-06-27T05:22:25Z", "hours": 0.9508, "text": "Card system works! When you click on a point (I added more), with around 3 per continent except Australia, a popup with basic info, a photo, and a button shows up. The button will eventually go to the itinerary algorithim, but for now just links to google maps. I have to make it responsive, but tomorrow I will (hopefully) finish the base page. check it out here!"}, {"post_id": 15870, "ts": "2026-06-25T19:58:46Z", "hours": 1.4225, "text": "Itinerarey (get it?) is going to be a website where you can put in a plan for a trip and get a full detailed list of what you can do, taking into consideration price, dates, and suggested ideas. I got this idea while waiting at EWR for 3 hours before my flight got cancelled, lol. I was supposed to go to Atlanta, and I would have had a free day by myself. If I had this, I could have figured out what to do. The plan is to take data from APIs to get flights, hotels, and other stuff, and combine it with AI to get a full list of what to do! But, so far, all I got done is the start of the hero page. I want to have a globe spinning in the BG with points that can pop up some ideas, which I got done using globe.gl. The points are not coded in yet to pop up, but thatāll be later."}]...
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Title: itinerarey by @nate | Stardance
Devlogs:
I Title: itinerarey by @nate | Stardance
Devlogs:
Itinerarey (get it?) is going to be a website where you can put in a plan for a trip and get a full detailed list of what you can do, taking into consideration price, dates, and suggested ideas. I got this idea while waiting at EWR for 3 hours before my flight got cancelled, lol. I was supposed to go to Atlanta, and I would have had a free day by myself. If I had this, I could have figured out what to do. The plan is to take data from APIs to get flights, hotels, and other stuff, and combine it with AI to get a full list of what to do! But, so far, all I got done is the start of the hero page. I want to have a globe spinning in the BG with points that can pop up some ideas, which I got done using globe.gl. The points are not coded in yet to pop up, but thatāll be later.
Card system works! When you click on a point (I added more), with around 3 per continent except Australia, a popup with basic info, a photo, and a button shows up. The button will eventually go to the itinerary algorithim, but for now just links to google maps. I have to make it responsive, but tomorrow I will (hopefully) finish the base page. check it out here!
Two major things for today: I fixed responsiveness, so it looks better on small screens. Also, I started work on the search bar. I have to style it, but its coming along well! shoutout to my friends @ fallout, wish i was allowed to come with! enjoy!
Been on vacation so progress been slow but hereās what I got done! Mainly, the search bar is done! I havenāt been able to program my custom algorithm yet, so right now it just links to google maps. I tried to mimic websites like Kayak and Google Earth, and I think its pretty decent. The main issue I had was with the website crashing when clicking the search bar. ThreeJS couldnt handle the pointer event (it doesnt really make sense), but with changing the z-order and adding a LOT of e.stoppropagation() fixed it. Overall, good progress, and next post I want to get the home page done!
The home page is completely done! I spent around an hour adding in all of the other info, mainly about how the program works. I also spent a decent amount of time redoing the file structure of the website, just so everything is more organized. Now, I have to find the APIs I need. Google Flights doesnāt have one, so I am going to need to do some deep research.
I started to get some work done on the planning settings! Mainly, I need to track budgets, dates, and what the user actually wants to do and spend money on. The main issue I am currently having is making the date system work. I am going to do more research, though!
So⦠its been a minute! Iāve been out of state doing an engineering program at ND for the past few weeks, and I am FINALLY back home! So, hereās what I got done today! I finished the layout (for now) on for the planning page. For now, you put in the departure/arrival, number of people, dates, and overall budgets. The worst part of getting it to work was the date picker. I spent like 2 hours researching different date-range pickers and trying them out, such as react aria, react-date-range, and more. Eventually, I settled on cally since its lightweight, easy to customize, and didnāt require me to spend 3 hours making it work! I also created a new input type to shrink the file size down. For the future, I plan to get data to actually save in the app, and then start looking for a flights API. The API is going to be an issue. There is really not a lot of choices for a free and large-scale API for what I want. But, its the internet. Theres gotta be something! the website thats published isnāt updated yet, since I have some code that needs to be implemented before I can redeploy.
This time is fully my bad, I sort of (100%) forgot about this. ANYWAYS, I got some of the biggest progress done yet. Firstly, I got trips to save as cookies in your browser, since its an easier way for me to store data across the website. dont worry, im not stealing your data or anything lol. Then, I did some research (with help from Claude) and found fast-flights, a Python library that is basically a Google Flights scraper, so it works perfectly. Except itās a Python library⦠on a React website. So, I created a seperate repo that contains an API that requests the library and hosted it on render.com. One note is that the links supplied reroute to google flights, so users will have to be careful with choosing correctly. Sadly, theres really no good free options for a flight API (literally everyone shut theirs down lol). Lastly, I connected it all together by writing the base code for querying the API and getting the data back. I do need to actually format it, modify it to work with my data, and display it. But, its a good stopping point for now. By next time, I want to have the flights page looking good, and my API to be more polished!
Now, the flights will actually show up in the website! Using the API, I get an array, and then each flight is put into a custom object that allows it to be displayed! Each option includes basic info such as airline, price, legs, locations, timings, and more! Now that it is styled, the next goal is to save flights to the cookie, and than rerun the same process for the return flight! Overall, I think it looks pretty good!
The flight system is complete! To reiterate how it works, once you put in a date, a render server with an API is called that uses Python to scrape Google Flights and return (hopefully) accurate flight data. Then, a user chooses the flight they want, it gets saved to the cookie, and it does the same actions for the return flight. The main issue I had with this was getting to swap between departure and returns, since it required some refactoring of the code. It wasnāt anything too bad, though. Next up is going to be finding a hotel API. This is going to be probably just as annoying as with the flights, but there is only one way to find out. Thatāll be tomorrow, though; I am so tired right now lol. Lastly, I am writing this 3 minutes before my time as a Stardance Ambassador ends. I want to thank the team for letting me take this role; Nay-nay and Alex for their help; and everyone whom Iāve interacted with. While the role is done, Iām going to finish this project!
So, I got some work done on itinerarey since. Mainly, Iāve been working on error trapping and trying to find a hotelās API. Firstly, I am trying to use airport-data-js to convert city names to airports, but it returns the incorrect values usually. Otherwise, I got the base for the hotel page done. Itās going to look pretty similar to the flights, just with different information. Currently, I need to find an API that works for hotels, but itās going to be a bit of a struggle. I tried fast-hotels, but they are no longer maintained, or at least the current version broke on me. Wish me luck!
Did I get work done on the hotels part? No! BUT, I did some very needed work on the flight system so that it should work in general. The main issue was that there was no way to convert from cities to airport codes, but I sat down and actually got it done. When the user enters a city and goes to the flight screen, a modal now appears. In the background, a function runs that gets the coordinates of the city, and then creates a 100 km circle around the location, returning all airports inside of it! Originally, the plan was to use nominatim for the geolocating, since itās free, open source, and the goat, but I may have gotten IP banned for having it run 60 times a second for a good few minutes. (This is around 60 times the amount I am supposed to do it). I forgot to remove a variable from a dependency array. ANYWAYS, I used Mapbox instead! I have some experience with it, and its free tier is pretty comprehensive. Once the locations show on the modal, they choose which ones, it reloads to show departures, and then the same system as before applies! This works SO much better, and Iām really proud of the system.
So⦠quick update, I tore my ACL! havent really been able to do much since, but today I sat down and got work done. Mainly, I got the hotels done! It works pretty similar to flights system, where the user is prompted with a list, and they choose whichever they want. Now, if you remember, I have been struggling with finding a hotel API, since amadeus shut down. Originally, the plan was rapidAPI, but the rate limits are horrid for that. After some very intense googling, I found omkar.cloud ! They have a bunch of web scrappers with a 200/month limit, so their booking.com API works perfectly. I genuinely was considering dropping the project from this, and I am so happy I found something that worked. Now, the future. There is like 10 days left in stardance, and I need to do the activities, final page, and fix deployment. Activities shouldnāt be that dificult, my plan is to use gemini and prompt it for activity ideas, and then format it to look cool? Im going to still do some research. Now, the main issue is deployment. Github pages doesnāt really support having a .env, so I tried switching to vercel. However, I now need to get localstorage (which I had to use as the cookie got too big lol) working on that, plus the flight API and everything else.
The activities portion of the website is done! I did some research, and it turns out that the best way for me to find information on local events is AI! The way it works is by using Google Gemini along with Zod, which allows me to format my API requests to return in JSON. Since it has the same information each time, I can then just treat it as a regular API call. However, I might change it and put this on the backend to try to hide the API key. Anyways, we are almost at the end! The last major portion of the project is the recap page, where I plan to show all info on the trip, let users download, and maybe more! Today went pretty well, and I am excited to finally get this thing done.
Itinerarey is complete! The last thing that I needed to get done was the recap page, which takes all the data in your localstorage and displays it for you! I had to rewrite how the flights and hotels are displayed to show the booking links, but overall it was pretty simple. The main thing that I am proud of is the budget tracker, which shows the prices for everything, including how much is leftover in the budget! This is done with some pretty simple math, but it definitely ties the project together. Lastly, the user can save a copy of this page to their computer. They can then also reset their localstorage to create a brand new trip! Lastly, I got the readme and license done (id take a look if I were you!), and finished deploying everything on vercel. Overall, I am really happy with how Itinerarey came out. I learned a lot about web scrapping and hosting websites from this project, which I hope will come in handy in the future! Thank you all for the support, stardance has been incredible! feel free to dm me in slack! - nate
Ships:
Itinerarey is the better way to plan out your trips! When getting ready for a vacation, it can be incredibly stressful to plan out flights, hotels, activities, and more! So, I built itinerarey to make it a bit easier! It uses APIs and web scrapers to compile information from across the internet to have a centralized place to get information. The most challenging part of Itinerarey was the flights and hotels system. There are no free APIs (with good limits) for showing either, so I had to get a bit creative and spend a few hours researching. The flights system runs by contacting an API that runs a python web scraper that is hosted on Render, while the hotels call from an online Booking.com scraper. I am really proud of the recap page, mainly. To me, it feels like a representation of the entire project in its entireity. It shows everything the user did, and it works as a confirmation of every system performing as it should. For testing, please be aware that the render server mmight take up to a minute to load up. Also, due to web scraping being a bit finnicky, some results might not show up. If this happens, try clearing your localstorage and using a new destination. Enjoy your vacations! -nate...
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mini swerve modules and chasis by @NIKOLAI_GOGOL44 mini swerve modules and chasis by @NIKOLAI_GOGOL444 | Stardance...
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NIKOLAI_GOGOL444
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-15T14:40:20Z", "hours": 86.0, "multiplier": 5.0, "payout": 429, "blessing": "neutral", "text": "I made a miniature functional swerve chasis modeled after frc swerve drive trains. I am proud of it being my first actual finished project, and challenging thing along the way was definitely learning the new software required to make this.", "repo": "https://github.com/NIKOLAI-GOGOL444/mini-swerve-drive-train", "demo": ""}]...
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[{"post_id": 31281, "ts": "202 [{"post_id": 31281, "ts": "2026-07-19T15:46:26Z", "hours": 4.2267, "text": "Programming complete! PCB time. Today I fixed the issue of module 3ās wheel being offset, and tuned the PID loop. Now the robot finally works well enough to begin pcb design! Designing a pcb will make the final push of testing and programming much easier. I probably wont have may devlogs here for awhile because Im documenting my PCB as a seperate project on hackclub horizons so I can qualify for polaris, but once the pcb is done ill do a final post for this project. This has been very fun, i will definitely do another project before summer ends on stardance."}, {"post_id": 30958, "ts": "2026-07-18T23:34:22Z", "hours": 9.0239, "text": "pid tuning + finding some problems! found some issues in the code varriable defenitions that did not relate to the actual robot, ex some pins were switched that made modules steer backwards rather than the direction intended, mod 3 displacement was wrong. still some issues, like modules 4 and 3 are pretty tense, will have to open them up and see if anythings wrong. probably going to start pcb design about now anyway because I think the code is fine, and I need 20 hours in time to buy a ticket to polaris. anyway super super tired, havent slept in 20 hours :ā-)"}, {"post_id": 30569, "ts": "2026-07-18T07:58:33Z", "hours": 7.6264, "text": "pid tuning + debugging. i did some bug fixes with the kinematics code, such as fixing radians to angle conversion that i forgot to add, added a step that accounts from slight added drive speed from steering that happens in coaxial swerve drive, and spent 3 hours trying to fix my multiplexer only to realize i accidentially changed the adress. oops! then, I finally began tuning the pid loop, only to discover that turning is weak because the gears that are attached to the steer motors have bad grip on the shaft, because when I made them i forgot to add wiggle room, so during assembly i would sand the insides, making them too loose. so fixed that and reprinted, now in my next time log i will add the new gears and finish tuning the pid, if thats done then this projects time on stardance is complete! when i finish this project, I defenitley want to do some cool stuf with RFs. defo gonna do another project here on stardance."}, {"post_id": 29394, "ts": "2026-07-16T10:07:22Z", "hours": 9.3406, "text": "BIG devlog tonight! swerve drive kinematics code + some testing! today, I pulled through and did all the kinematics code for the swerve drive. it required using the offsets of the modules from the center, the drive joystick inputs, and the steer joystick inputs to calculate vector length and magnitude, then use those to derive a target angle and speed for each module, then speed is scaled down to fit the (0,4095) PWM range for my motors. the target angle is optimized to switch to a smaller rotation if the angle is above 90 degrees, then it is plugged into a PID loop that helps the steer motor achieve the angle. im super tired its like 6 am over here, so Im going to sleep. tomorrow I will have to replace an encoder that went bad on module two, and tune the PID loop. after that, this project will be complete, and I will begin the second half, which is pcb creation, and I will be documenting that on horizons as a seperate hardware project. :-)"}, {"post_id": 28682, "ts": "2026-07-15T02:36:36Z", "hours": 5.5006, "text": "code and elecronic fixes + new weird issue I dont really remember what I did last night on the robot, I do remember though that one of my encoders went bad so I had to buy a new one, that should come soon. also, all four of my drive motors have stopped reacting to pwm inputs. after peering more, the motors themselves are fine, and even the h brigde is fine because the motors will sometimes twitch abit during startup from floating values. I think It is the code, will look into that tonight. on a good note I have daisychained power to all 4 of my motor controllers, and begun planning out how I want to program my swerves and learning the mathematics needed for that, so Im pretty excited to do that. hopefully I can wrap this project up soon so I can start working On the ISEF project I wanna do with radio waves :-)"}, {"post_id": 27614, "ts": "2026-07-13T11:04:04Z", "hours": 8.6331, "text": "booting difficulties + figured it out + swerve kinematics planning! I was having alot of trouble getting the code to flash to my ESP32. the board would dissapear, loose connection, etc. this began happening after adding alot more components to the board, which eventually led to me learning that some of the pins on my board are completely unuseable due to connections to PSRAM. I need almost all the pins on the board for my project, so I am switching to a different ESP32 model that doesnt have psram, as my project doesnt need all that processing strength. after that, I began learning the kinematics needed to program a swerve drive train, and began taking notes and making plans for code structure, etc."}, {"post_id": 26480, "ts": "2026-07-11T09:26:15Z", "hours": 4.3925, "text": "Soldering electronics to breadboarded system + some coding! Today I soldered all the electronics to the breadboarded system that I havenāt yet, so the breadboarded system is complete and ready to be programmed for 4 modules! I also ran out of I/O pins on my esp32, so I added an I/O extension chip breakout board to the system so I could have enough pins for my drive motorsā encoders, which will be very important for autonomous programs later os For coding, I changed my functions and rewrote some of the code to be suitable for 4 modules, such as changing the drive and steer functions to take an int variable argument of 1 through 4, to control different modules. I also did the same thing for the encoders. Iām tired, so I will sleep, and tomorrow I plan to program the I/O extension chip and the drive encoders, then hopefully get my hands on some 18AWGg wire so I can daisy chain the battery to my four motor controllers, so I can see how just the basic code without any trig math works on my swerve drive train, then just go from there. hopefully this coding stage doesnt take so long, so I can design a pcb! the messy breadboard is stressing me out >_<, also I wanna make my first pcb, working on this project has helped me learn alot more about data protocols and chips, also how to read datasheets, so Id love to figure out kicad and make something using that knowledge, Oh and I really wanna make the pcb cute with decals n stuff lol. Wow, that was a long devlog prob my longest. Oh, one more thing: Iām pretty sure one of my modules steer motors is broken, so Iāll have to open it up and see what is wrong; probably will have an update on that tomorrow."}, {"post_id": 25817, "ts": "2026-07-10T08:58:52Z", "hours": 8.2981, "text": "completed chasis + starting code! I completed the chasis, and I will begin programming. I just noticed my code isnt working for one module and radio system, so im debugging that, then ill probably go to bed and solder the other 3 modules to the system, then program it. I want to have a working system and code before I try making a pcb, so ill have to deal with this wire mess for now :ā-)"}, {"post_id": 24585, "ts": "2026-07-08T09:05:41Z", "hours": 1.88, "text": "assembling final chasis began! I finished the first swerve today and screwed it into the chasis as you can see in the picture, and I would have done the other three tonight, however my printer (my moms technicaly, shes a teacher and she bought it for her class using a grant, but she lets me use it lol) is clogged! my mother doesnt want me to touch it so she will fix it soon, so until then I cant print anything :ā-( should be fixed in a few days though."}, {"post_id": 23972, "ts": "2026-07-07T06:36:46Z", "hours": 4.15, "text": "assembling some swerve V6 + one minor issue + soldering some components!: I assembled about two swerves, before running out of filament, so ill keep printing once I get my hands on a new roll. as for the meshing issues, they have been fixed now! the gears mesh perfectly. however, there is too much wiggle room for the 48t gear in the bottom shell, which causes meshing issues when the 48t gear shifts out of the center, so Ill have to fix that, but after that the design is perfect! yaaay! other than that, I disasembled the older swerve model ive been using for programming, and soldered its components plus the steer motors."}, {"post_id": 23304, "ts": "2026-07-06T05:39:11Z", "hours": 4.5336, "text": "Finished swerves V^! should be the final deisgn, as I went in and fixed all the design errors I was avoiding. everything looks perfect! hopefuly this is the last iteration, ill print it ASAP and see. (ignore the missing leg thingy, in the redesign both are identical!) these files will be on the repository soon."}, {"post_id": 22707, "ts": "2026-07-05T08:43:38Z", "hours": 7.0681, "text": "swerves V6! began working on (FIINAALL) swerve iteration. V5 wouldve been final if I hadnt ignored super obvi meshing issues.. anyway as you can see meshing is perfect. as you can see by the second photo I got a whole lot done. moral of the story, dont ignore obvious problems until they become a hassle to fix and have you awake at 4:41 am :ā-)"}, {"post_id": 22029, "ts": "2026-07-04T08:42:20Z", "hours": 0.9167, "text": "trying to fix meshing issues. after some research, its likely due to innacuracies of the shaft holder for the drive gears, and misalignment of my bevels. its super late, so ill make some cad fixes tomorrow."}, {"post_id": 22009, "ts": "2026-07-04T07:38:40Z", "hours": 0.7833, "text": "greasing modules + meshing issues! idk why theres meshing issues tbh. im gonna look at the cad and see what I can do :ā-("}, {"post_id": 21781, "ts": "2026-07-03T21:44:04Z", "hours": 4.3769, "text": "today I worked on assembling swerves for my final assembly, and I also soddered some encoders for the swerves."}, {"post_id": 19440, "ts": "2026-06-30T19:17:59Z", "hours": 5.1442, "text": "moving project to stardance from forge, and code updates! today, I moved my projects logs and info to stardance as best I could, because shipping ends today and Id like to ship. my logs from forge are on my repository, and I now have a demo in my stardance if anyone is intrested in viewing the cad. also, last night I worked on the code alot, specifically the system that will use nrf pa lina modules to transmit controller commands to the robot. its not working, and after working around the code abit, I suspect it is because I havent soddered 10uf capacitors to the gnd and 3.3v pins of my nrf pa lina modules, so I will try that soon and update how it goes. the updated code with radio transmission is posted in my repository however, if you would like to see it."}]...
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Title: mini swerve modules and chasis by @NIKOLAI_ Title: mini swerve modules and chasis by @NIKOLAI_GOGOL444 | Stardance
Devlogs:
moving project to stardance from forge, and code updates! today, I moved my projects logs and info to stardance as best I could, because shipping ends today and Id like to ship. my logs from forge are on my repository, and I now have a demo in my stardance if anyone is intrested in viewing the cad. also, last night I worked on the code alot, specifically the system that will use nrf pa lina modules to transmit controller commands to the robot. its not working, and after working around the code abit, I suspect it is because I havent soddered 10uf capacitors to the gnd and 3.3v pins of my nrf pa lina modules, so I will try that soon and update how it goes. the updated code with radio transmission is posted in my repository however, if you would like to see it.
today I worked on assembling swerves for my final assembly, and I also soddered some encoders for the swerves.
greasing modules + meshing issues! idk why theres meshing issues tbh. im gonna look at the cad and see what I can do :ā-(
trying to fix meshing issues. after some research, its likely due to innacuracies of the shaft holder for the drive gears, and misalignment of my bevels. its super late, so ill make some cad fixes tomorrow.
swerves V6! began working on (FIINAALL) swerve iteration. V5 wouldve been final if I hadnt ignored super obvi meshing issues.. anyway as you can see meshing is perfect. as you can see by the second photo I got a whole lot done. moral of the story, dont ignore obvious problems until they become a hassle to fix and have you awake at 4:41 am :ā-)
Finished swerves V^! should be the final deisgn, as I went in and fixed all the design errors I was avoiding. everything looks perfect! hopefuly this is the last iteration, ill print it ASAP and see. (ignore the missing leg thingy, in the redesign both are identical!) these files will be on the repository soon.
assembling some swerve V6 + one minor issue + soldering some components!: I assembled about two swerves, before running out of filament, so ill keep printing once I get my hands on a new roll. as for the meshing issues, they have been fixed now! the gears mesh perfectly. however, there is too much wiggle room for the 48t gear in the bottom shell, which causes meshing issues when the 48t gear shifts out of the center, so Ill have to fix that, but after that the design is perfect! yaaay! other than that, I disasembled the older swerve model ive been using for programming, and soldered its components plus the steer motors.
assembling final chasis began! I finished the first swerve today and screwed it into the chasis as you can see in the picture, and I would have done the other three tonight, however my printer (my moms technicaly, shes a teacher and she bought it for her class using a grant, but she lets me use it lol) is clogged! my mother doesnt want me to touch it so she will fix it soon, so until then I cant print anything :ā-( should be fixed in a few days though.
completed chasis + starting code! I completed the chasis, and I will begin programming. I just noticed my code isnt working for one module and radio system, so im debugging that, then ill probably go to bed and solder the other 3 modules to the system, then program it. I want to have a working system and code before I try making a pcb, so ill have to deal with this wire mess for now :ā-)
Soldering electronics to breadboarded system + some coding! Today I soldered all the electronics to the breadboarded system that I havenāt yet, so the breadboarded system is complete and ready to be programmed for 4 modules! I also ran out of I/O pins on my esp32, so I added an I/O extension chip breakout board to the system so I could have enough pins for my drive motorsā encoders, which will be very important for autonomous programs later os For coding, I changed my functions and rewrote some of the code to be suitable for 4 modules, such as changing the drive and steer functions to take an int variable argument of 1 through 4, to control different modules. I also did the same thing for the encoders. Iām tired, so I will sleep, and tomorrow I plan to program the I/O extension chip and the drive encoders, then hopefully get my hands on some 18AWGg wire so I can daisy chain the battery to my four motor controllers, so I can see how just the basic code without any trig math works on my swerve drive train, then just go from there. hopefully this coding stage doesnt take so long, so I can design a pcb! the messy breadboard is stressing me out >_<, also I wanna make my first pcb, working on this project has helped me learn alot more about data protocols and chips, also how to read datasheets, so Id love to figure out kicad and make something using that knowledge, Oh and I really wanna make the pcb cute with decals n stuff lol. Wow, that was a long devlog prob my longest. Oh, one more thing: Iām pretty sure one of my modules steer motors is broken, so Iāll have to open it up and see what is wrong; probably will have an update on that tomorrow.
booting difficulties + figured it out + swerve kinematics planning! I was having alot of trouble getting the code to flash to my ESP32. the board would dissapear, loose connection, etc. this began happening after adding alot more components to the board, which eventually led to me learning that some of the pins on my board are completely unuseable due to connections to PSRAM. I need almost all the pins on the board for my project, so I am switching to a different ESP32 model that doesnt have psram, as my project doesnt need all that processing strength. after that, I began learning the kinematics needed to program a swerve drive train, and began taking notes and making plans for code structure, etc.
code and elecronic fixes + new weird issue I dont really remember what I did last night on the robot, I do remember though that one of my encoders went bad so I had to buy a new one, that should come soon. also, all four of my drive motors have stopped reacting to pwm inputs. after peering more, the motors themselves are fine, and even the h brigde is fine because the motors will sometimes twitch abit during startup from floating values. I think It is the code, will look into that tonight. on a good note I have daisychained power to all 4 of my motor controllers, and begun planning out how I want to program my swerves and learning the mathematics needed for that, so Im pretty excited to do that. hopefully I can wrap this project up soon so I can start working On the ISEF project I wanna do with radio waves :-)
BIG devlog tonight! swerve drive kinematics code + some testing! today, I pulled through and did all the kinematics code for the swerve drive. it required using the offsets of the modules from the center, the drive joystick inputs, and the steer joystick inputs to calculate vector length and magnitude, then use those to derive a target angle and speed for each module, then speed is scaled down to fit the (0,4095) PWM range for my motors. the target angle is optimized to switch to a smaller rotation if the angle is above 90 degrees, then it is plugged into a PID loop that helps the steer motor achieve the angle. im super tired its like 6 am over here, so Im going to sleep. tomorrow I will have to replace an encoder that went bad on module two, and tune the PID loop. after that, this project will be complete, and I will begin the second half, which is pcb creation, and I will be documenting that on horizons as a seperate hardware project. :-)
pid tuning + debugging. i did some bug fixes with the kinematics code, such as fixing radians to angle conversion that i forgot to add, added a step that accounts from slight added drive speed from steering that happens in coaxial swerve drive, and spent 3 hours trying to fix my multiplexer only to realize i accidentially changed the adress. oops! then, I finally began tuning the pid loop, only to discover that turning is weak because the gears that are attached to the steer motors have bad grip on the shaft, because when I made them i forgot to add wiggle room, so during assembly i would sand the insides, making them too loose. so fixed that and reprinted, now in my next time log i will add the new gears and finish tuning the pid, if thats done then this projects time on stardance is complete! when i finish this project, I defenitley want to do some cool stuf with RFs. defo gonna do another project here on stardance.
pid tuning + finding some problems! found some issues in the code varriable defenitions that did not relate to the actual robot, ex some pins were switched that made modules steer backwards rather than the direction intended, mod 3 displacement was wrong. still some issues, like modules 4 and 3 are pretty tense, will have to open them up and see if anythings wrong. probably going to start pcb design about now anyway because I think the code is fine, and I need 20 hours in time to buy a ticket to polaris. anyway super super tired, havent slept in 20 hours :ā-)
Programming complete! PCB time. Today I fixed the issue of module 3ās wheel being offset, and tuned the PID loop. Now the robot finally works well enough to begin pcb design! Designing a pcb will make the final push of testing and programming much easier. I probably wont have may devlogs here for awhile because Im documenting my PCB as a seperate project on hackclub horizons so I can qualify for polaris, but once the pcb is done ill do a final post for this project. This has been very fun, i will definitely do another project before summer ends on stardance.
Ships:
I made a miniature functional swerve chasis modeled after frc swerve drive trains. I am proud of it being my first actual finished project, and challenging thing along the way was definitely learning the new software required to make this....
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1793231346.773846
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1793317746.773846
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25622
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DaOS by @Drew_Fitzgerald | Stardance
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Drew_Fitzgerald
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1
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4.0
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14
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T11:43:14Z", "hours": 4.0, "multiplier": 3.46, "payout": 14, "blessing": "neutral", "text": "I added an APIC timer to my OSDEV project. WOOO. I also made it dynamicly switch between a PIC timer and APIC depending on if the system supports APIC. But APIC should hopefully allow for a more accurate timer and a better schedular in the future.", "repo": "https://github.com/Sheep26/Daos/", "demo": "https://github.com/Sheep26/Daos/releases/"}]...
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[{"post_id": 16836, "ts": "202 [{"post_id": 16836, "ts": "2026-06-27T10:26:12Z", "hours": 4.01, "text": "APIC TIMER!!!!!"}]...
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Title: DaOS by @Drew_Fitzgerald | Stardance
Devlo Title: DaOS by @Drew_Fitzgerald | Stardance
Devlogs:
APIC TIMER!!!!!
Ships:
I added an APIC timer to my OSDEV project. WOOO. I also made it dynamicly switch between a PIC timer and APIC depending on if the system supports APIC. But APIC should hopefully allow for a more accurate timer and a better schedular in the future....
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1793314255.0786114
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1793400655.0786114
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25623
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esp32 s3 by @marina | Stardance
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marina
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T13:49:30Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "this was a bad usb that was developed to be a very quick project while i develop an ai model along side of it, that will be uploaded very soon!", "repo": "https://github.com/skep13/usb-esp32", "demo": "https://heartfelt-salamander-8bf5c8.netlify.app/"}]...
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[{"post_id": 17015, "ts": "202 [{"post_id": 17015, "ts": "2026-06-27T16:54:03Z", "hours": 0.3406, "text": "esp32s3 website to interact with commands"}]...
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Title: esp32 s3 by @marina | Stardance
Devlogs:
e Title: esp32 s3 by @marina | Stardance
Devlogs:
esp32s3 website to interact with commands
Ships:
this was a bad usb that was developed to be a very quick project while i develop an ai model along side of it, that will be uploaded very soon!...
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1793314480.4654343
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1793400880.4654343
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25624
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NiroPad by @Nurazkhan | Stardance
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Nurazkhan
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-26T10:21:23Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "NiroPad V1.0.0 Another Macropad, but this one is not boring. You know why? because it has 20 LEDs (the more is better right?). So RGB glowing gives +9999999 to the aura and speed. I couldnāt track time correctly, when I was working on pcb or 3d enclosure, so It shows less time. In reality, it took significantly more time. I have timelapses from lookout, but I donāt how to show them, I suppose they are only for fallout event. Nevertheless in total it took my 12-15h according to timelapse. What was the hardest part? it was 3d Enclosure. Actually it shouldnāt be hard, but working with slow laptop and slow internet connection on Onshape was psychological torture. I had to wait after each small change in there. Nevertheless, I finally did it. Most interesting part was PCB. I am sure, I did it very badly. Some routes are so long. To be honest I couldnt find way to connect them correctly. I hope this will come with experience. But I hope it will work and they approve this. The 20 leds kept messing up everywhere. Why I said it was most interesting part? because, it looked like game. You find routes make sure the same colors do not intersect. Also, the learning curve was pretty comfortable. I learned Switch matrix, and had to make choice between 20 leds or 3 more buttons, as I was out of pins. You know which decision I made. and Overall, it looks cool as I did my pcb. Most unclear and foggy part was QMK. Actually, I think , they have to explain that part more in the guide. Not just giving the link to documentation. The documentation itself was unclear to me, it has so many things toolbox, cli,configurator and I didnāt even know what is QMK. Hopefully, youtube tutorials, github given in the guide and some skimming through keycodes in the documentation, gave me some understanding. Though, not sure if it does work. I want to improve firmware, but without device itself, It feels shooting blindly.", "repo": "https://github.com/Nurazkhan/NiroPad", "demo": ""}]...
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[{"post_id": 16193, "ts": "202 [{"post_id": 16193, "ts": "2026-06-26T09:45:40Z", "hours": 0.2944, "text": "The QMK firmware#Third EntryThe worst and most unclear part Iāve countered.The only thing guide has is just link to documentation, which was so unclear.Because document had so many thing toolbox, cli, msys, something for advanced users, I didnāt know even where to start.I tried to read, I got confused and searched for the youtube. Saw some people, but they wrote to some keyboard on different microcontroller, and to be honest they were also unclear.So, again came to documentation tried to follow getting started and setup parts, but still couldnāt get sense of it. So, I opened github of the example orpheusPAD, and get some sense of what to write. Still I saw only result not the way how to start. So, I decided to use AI. It actually helped a lot, I installed the QMK MSYS and setted up and created new keyboard there.Then, again opened documentation and went to section using QMK part.Get basic sense and skimmed through the keycodes out there. My laptop doesnt have the numbers section in the right side, and I thought it will be handy, especially when I write with my native language. Because when I do that the numbers are top are not printing numbers but lnaguage specific letters, So i can write button. so it was easy, just KC_1-9,Encoder and LEDs I am not sure if this correct. I didnt want to just copy from github of example, and just tried to write how it should work after skimming the documentation. Encoder will change volume and led will be always red. and Oled display will shows if caps lock pressed, my laptop doesnt have indicator and sometimes it is disturbing.as i dont have macropad in hand right now, I have no motivation to experiment, as I canāt even check.But when I actually get it I am definitely improve QMK.1. I want to exact LED light when button is pressed. 2. Also, same when encoder gets rotated they leds under it should glow.3. Finally, I want it glow when caps lock state changes"}, {"post_id": 16148, "ts": "2026-06-26T07:37:09Z", "hours": 0.2889, "text": "second entry This entry is for 3d enclosure part. Actually, it was hard. very hard.I chose onShape because I have previously worked with it. But, I donāt know is it my laptop getting laggy , so that even browser is getting slow, so it was high cortisol task :(First I followed guide made enclosure little bit bigger than pcb to keep spacefor printer inaccuracy 4 mm.My pcb is 8 and 10cm, so as guide told it must be at max 20x10x10. So I had to make sure the 8cm part shouldnāt be more than 10. Also for clear visibility and test, I imported the pcb with all 3d models to onShape from KiCad, I suppose it was amazing desicion. It indeed helped when designing the typeC port and knob for encoder.I used some website also showed in the guide to genereate dxf file for me, so I extruded it from there. Should have been easiest part, but at first I messed up with location of switches itself so Had to calibrate offset.The knob part was too easy actually. Just cylynder with hole for encoder. It was boring, so I searched for way to add texture on knob. And learned about knurling. That was the interesting part, and most laggy part. my bad internet connection + laggy laptop made it the longest part, when it tried to render 36 element consisting sweep in cylinder in both direction.The display part and little holes for indicators was easy to do, I aligned with pcb model actually I suppose it was good.I wanted to add a lot of text actually. But for each text I had to make one sketch, and it was too much time. Not sure why that happened, but i added only few texts. and mention hack club of course :)That is how I made that 3d enclosure part."}, {"post_id": 15492, "ts": "2026-06-25T05:50:37Z", "hours": 0.4233, "text": "First EntryI started from Idea, at first I wanted to make interesting design thought it will be unique to me, and I can even play games as it includes 2 encoders, 9 buttons, display and LEDs. I planned to use LEDs not only behind keyboard, but as indicator of level and so on, so I placed several near display.But when I started making schematics, I found that I cant fit all this together as there only 11 pins. Also, I learned about button matrix, interesting actually. After little search I found actually there are ways to include the encoder itself as an switch in button matrix, but I also found that it might cause problems. Eventually, I decided to remove second encoder, and changed design.This design is more similar to ones you find in gallery.But the main uniqueness was in 2 buttons near display and indicators all over the place.I tried that and made button matrix of 4columns and 3 rows. but again found out that I can not add column 4 or I should remove LEDs. Column 4 was responsible for 2 switches near display and encoder switch. Though I really wanted to add encoder switch, I had to make choice. My choice was to leave LEDs.Just for reminder Encoder needs 3 pins, (when switch used for matrix)Leds only 1Switch matrix 3x3 needs 6 pinsDisplay needs 2.I didnt use encoder switch so it took only 2. Finally 2 +1+6+2=11 all pins are used.So final design looked like this Then I assigned footprints, mostly from Kicad builtin library and from care package.The resources told to use 4pin header for oled, but I used actualy footprint so I wonāt mess up with sizes.The pcb routing actually was hardest tasks. I had so many components had to fit in 80*100mm.As expected from me now, I am not pro and my main task was to connect, even if not perfectly.Though I tried to shorten routes, donāt place them too close to each other, there are long routes that are close to each other.I multiple times doubted my decision of choosing LEDs. They were all over the place, and they stood behing longest routes. Nevertheless, I could finish it. Finally, I added 3D model to each footprint, mostly searched from grabCAD. I Wanted to see my PCB in 3d.I didnāt knew how to update footprint 3d models, I though making it manually but when I saw 20 leds, I searched for better way , and actually found that there were actually function for that.Finally, my pcb"}]...
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Title: NiroPad by @Nurazkhan | Stardance
Devlogs: Title: NiroPad by @Nurazkhan | Stardance
Devlogs:
First EntryI started from Idea, at first I wanted to make interesting design thought it will be unique to me, and I can even play games as it includes 2 encoders, 9 buttons, display and LEDs. I planned to use LEDs not only behind keyboard, but as indicator of level and so on, so I placed several near display.But when I started making schematics, I found that I cant fit all this together as there only 11 pins. Also, I learned about button matrix, interesting actually. After little search I found actually there are ways to include the encoder itself as an switch in button matrix, but I also found that it might cause problems. Eventually, I decided to remove second encoder, and changed design.This design is more similar to ones you find in gallery.But the main uniqueness was in 2 buttons near display and indicators all over the place.I tried that and made button matrix of 4columns and 3 rows. but again found out that I can not add column 4 or I should remove LEDs. Column 4 was responsible for 2 switches near display and encoder switch. Though I really wanted to add encoder switch, I had to make choice. My choice was to leave LEDs.Just for reminder Encoder needs 3 pins, (when switch used for matrix)Leds only 1Switch matrix 3x3 needs 6 pinsDisplay needs 2.I didnt use encoder switch so it took only 2. Finally 2 +1+6+2=11 all pins are used.So final design looked like this Then I assigned footprints, mostly from Kicad builtin library and from care package.The resources told to use 4pin header for oled, but I used actualy footprint so I wonāt mess up with sizes.The pcb routing actually was hardest tasks. I had so many components had to fit in 80*100mm.As expected from me now, I am not pro and my main task was to connect, even if not perfectly.Though I tried to shorten routes, donāt place them too close to each other, there are long routes that are close to each other.I multiple times doubted my decision of choosing LEDs. They were all over the place, and they stood behing longest routes. Nevertheless, I could finish it. Finally, I added 3D model to each footprint, mostly searched from grabCAD. I Wanted to see my PCB in 3d.I didnāt knew how to update footprint 3d models, I though making it manually but when I saw 20 leds, I searched for better way , and actually found that there were actually function for that.Finally, my pcb
second entry This entry is for 3d enclosure part. Actually, it was hard. very hard.I chose onShape because I have previously worked with it. But, I donāt know is it my laptop getting laggy , so that even browser is getting slow, so it was high cortisol task :(First I followed guide made enclosure little bit bigger than pcb to keep spacefor printer inaccuracy 4 mm.My pcb is 8 and 10cm, so as guide told it must be at max 20x10x10. So I had to make sure the 8cm part shouldnāt be more than 10. Also for clear visibility and test, I imported the pcb with all 3d models to onShape from KiCad, I suppose it was amazing desicion. It indeed helped when designing the typeC port and knob for encoder.I used some website also showed in the guide to genereate dxf file for me, so I extruded it from there. Should have been easiest part, but at first I messed up with location of switches itself so Had to calibrate offset.The knob part was too easy actually. Just cylynder with hole for encoder. It was boring, so I searched for way to add texture on knob. And learned about knurling. That was the interesting part, and most laggy part. my bad internet connection + laggy laptop made it the longest part, when it tried to render 36 element consisting sweep in cylinder in both direction.The display part and little holes for indicators was easy to do, I aligned with pcb model actually I suppose it was good.I wanted to add a lot of text actually. But for each text I had to make one sketch, and it was too much time. Not sure why that happened, but i added only few texts. and mention hack club of course :)That is how I made that 3d enclosure part.
The QMK firmware#Third EntryThe worst and most unclear part Iāve countered.The only thing guide has is just link to documentation, which was so unclear.Because document had so many thing toolbox, cli, msys, something for advanced users, I didnāt know even where to start.I tried to read, I got confused and searched for the youtube. Saw some people, but they wrote to some keyboard on different microcontroller, and to be honest they were also unclear.So, again came to documentation tried to follow getting started and setup parts, but still couldnāt get sense of it. So, I opened github of the example orpheusPAD, and get some sense of what to write. Still I saw only result not the way how to start. So, I decided to use AI. It actually helped a lot, I installed the QMK MSYS and setted up and created new keyboard there.Then, again opened documentation and went to section using QMK part.Get basic sense and skimmed through the keycodes out there. My laptop doesnt have the numbers section in the right side, and I thought it will be handy, especially when I write with my native language. Because when I do that the numbers are top are not printing numbers but lnaguage specific letters, So i can write button. so it was easy, just KC_1-9,Encoder and LEDs I am not sure if this correct. I didnt want to just copy from github of example, and just tried to write how it should work after skimming the documentation. Encoder will change volume and led will be always red. and Oled display will shows if caps lock pressed, my laptop doesnt have indicator and sometimes it is disturbing.as i dont have macropad in hand right now, I have no motivation to experiment, as I canāt even check.But when I actually get it I am definitely improve QMK.1. I want to exact LED light when button is pressed. 2. Also, same when encoder gets rotated they leds under it should glow.3. Finally, I want it glow when caps lock state changes
Ships:
NiroPad V1.0.0 Another Macropad, but this one is not boring. You know why? because it has 20 LEDs (the more is better right?). So RGB glowing gives +9999999 to the aura and speed. I couldnāt track time correctly, when I was working on pcb or 3d enclosure, so It shows less time. In reality, it took significantly more time. I have timelapses from lookout, but I donāt how to show them, I suppose they are only for fallout event. Nevertheless in total it took my 12-15h according to timelapse. What was the hardest part? it was 3d Enclosure. Actually it shouldnāt be hard, but working with slow laptop and slow internet connection on Onshape was psychological torture. I had to wait after each small change in there. Nevertheless, I finally did it. Most interesting part was PCB. I am sure, I did it very badly. Some routes are so long. To be honest I couldnt find way to connect them correctly. I hope this will come with experience. But I hope it will work and they approve this. The 20 leds kept messing up everywhere. Why I said it was most interesting part? because, it looked like game. You find routes make sure the same colors do not intersect. Also, the learning curve was pretty comfortable. I learned Switch matrix, and had to make choice between 20 leds or 3 more buttons, as I was out of pins. You know which decision I made. and Overall, it looks cool as I did my pcb. Most unclear and foggy part was QMK. Actually, I think , they have to explain that part more in the guide. Not just giving the link to documentation. The documentation itself was unclear to me, it has so many things toolbox, cli,configurator and I didnāt even know what is QMK. Hopefully, youtube tutorials, github given in the guide and some skimming through keycodes in the documentation, gave me some understanding. Though, not sure if it does work. I want to improve firmware, but without device itself, It feels shooting blindly....
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1793281821.4105413
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1793368221.4105413
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|
25625
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Delve by @devlsx | Stardance
|
devlsx
|
1
|
28.0
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388
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-07T21:18:57Z", "hours": 28.0, "multiplier": 14.7, "payout": 388, "blessing": "neutral", "text": "Delve This is a little roguelike I built in Rust. It runs entirely in the terminal: no graphics, just coloured letters. Youāre the @ , you climb down into a randomly generated dungeon, fight the things that live there, grab whatever loot you can, and try to get to the bottom before something eats you. Itās twelve floors deep. Getting there is the whole game. The only dependency is crossterm (for raw terminal mode, colours and key input). Everything else ā the RNG, the map generator, the field of view, the monster pathfinding, the save format ā I wrote myself. That was the point: I wanted to actually understand every piece instead of pulling in a crate for it. How a turn works Delve is turn-based, and the loop is dead simple: nothing moves until you do. You press a key ā that becomes an Action (move, wait, pick up, descend, open the inventory, ā¦). The game resolves your action. If you walked into a monster, thatās an attack. Then every monster takes its turn. The field of view is recomputed from your new position, the screen is redrawn, and it waits for your next key. Because the world only advances on your input, you can sit and think for as long as you like ā which is very roguelike, and also means the whole thing costs zero CPU while it waits. The pieces The dungeon ( mapgen.rs ). Classic ārooms and corridorsā: I scatter up to 16 non-overlapping rectangular rooms, then connect each room to the previous one with an L-shaped tunnel. Up-stairs go in the first room, down-stairs in the last. Every floor is freshly generated, so no two runs are the same. Field of view ( fov.rs ). You can only see whatās near you; everything else is dark (tiles youāve seen before stay dimly remembered). I do it by shooting straight Bresenham lines from the player out to every square on the edge of a box around them, lighting up tiles until a ray hits a wall. Itās not the fancy āshadowcastingā algorithm everyone uses ā I picked the version I could fully understand and it looks great. Monsters that hunt you ( ai.rs + pathfind.rs ). When a monster can see you it doesnāt just stumble around ā it runs a real A * search to route around walls and close the distance. Lose line of sight and it goes back to idling. (The A * has a fun gotcha: Rustās BinaryHeap is a max -heap, but A * wants the cheapest node first, so I had to reverse the ordering. That bug ā it kept expanding the worst nodes ā took me embarrassingly long to spot.) Fighting ( combat.rs ). Simple and readable: roll the attackerās power with a tiny bit of variance, subtract the defenderās defense, and the rest is damage. Weapons add power, armour adds defense. Kill things for XP, level up for more HP and power. Loot ( items.rs + spawn.rs + inventory.rs ). Potions (healing, permanent strength, permanent max-HP), scrolls (teleport, magic mapping, lightning bolt, enchant weapon), plus weapons and armour drawn from tables that scale with depth ā so the deeper you go, the better the gear you might find, and the nastier the things guarding it. Difficulty curve. Deeper floors spawn more monsters and meaner ones. The design is deliberately lopsided: the dungeon always wins eventually. Thatās the joke the whole game is built around. Saving ( save.rs ). A save is really a suspend ā the moment you load it, the file is deleted, so you canāt save-scum your way out of a bad decision. I also hand-wrote the entire save/load format by hand (parsing and all) instead of reaching for serde , just to prove to myself I could. Flavour ( flavor.rs ). Every death, descent and kill pulls a random one-liner from a little pool, so the log never reads the same way twice (āYou delete the goblin from the timeline. No undo.ā). Honestly the most fun part to write.", "repo": "https://github.com/AlexanderGese/delve", "demo": "https://crates.io/crates/delve-rl"}]...
|
[{"post_id": 24333, "ts": "202 [{"post_id": 24333, "ts": "2026-07-07T20:54:28Z", "hours": 2.6953, "text": "Hooked up input (wasd, arrows, hjkl, all of it) Built the real main loop with terminal setup, and it was playable start to finish Hit a bug where every keypress moved me twice. Some terminals send a press and a release event and I was reacting to both. One-line fix once I understood it Added saving. Hand-wrote the whole save format instead of using serde, dumping the map, monsters, inventory, and even the rng state to a text file Save works suspend-style, so it deletes on load and you canāt save-scum death Had a nasty bug parsing the rng state as an i64 when itās a u64, so big values silently failed to load. Lost an hour to one wrong type Five evenings and itās a real, funny little roguelike that saves and runs in any terminal Learned a ton of Rust. Calling it done"}, {"post_id": 24138, "ts": "2026-07-07T14:42:21Z", "hours": 5.9178, "text": "Wrote the core Game struct that owns the map, player, monsters, loot, inventory, and depth Built the turn loop. You act, then every monster takes its turn The turn loop fought the borrow checker. Moving one monster while reading all the others is something Rust hates. Split the borrows of self by hand and used a snapshot of which tiles are occupied. Took forever, but it works and monsters chase properly, so I stopped touching it Added descending the stairs Added xp and leveling. Made up the numbers and playtested until they felt okay Added rendering with remembered and visible tiles Added the hud, the message log panel, and the inventory and help screens Went from a bunch of modules to something that looks like a game in one evening"}, {"post_id": 23313, "ts": "2026-07-06T05:56:13Z", "hours": 8.3028, "text": "Added line-of-sight using a bresenham ray to check nothing solid blocks the view Added A* pathfinding so monsters route around walls to reach you Monsters keep chasing for a few turns after losing sight, so ducking around a corner wonāt save you A* was a pain. Rustās BinaryHeap is a max-heap, but A* needs the smallest cost first, so it kept finding crazy paths. Flipping the ordering fixed it and monsters got good at cornering me Added loot to make going deeper worth it. Potions (healing, strength, vitality), scrolls (teleport, magic mapping, lightning, enchant), weapons, armor, and gold Added an inventory to carry it all Added spawn tables that put more and nastier stuff deeper down Zapping the nearest monster with a lightning scroll across a room feels great Made a whole file just for the funny one-liners the game throws at you. Best part of the day"}, {"post_id": 22417, "ts": "2026-07-04T21:31:51Z", "hours": 2.9839, "text": "Put all the colors in one place Added a scrolling message log at the bottom of the screen Player and monsters use the same struct. The only thing that makes a monster is whether it has an āaiā Gave them hp, power, and defense Combat is simple. Walk into a monster to hit it Damage is attacker power plus a little random, minus defender defense Plays better than expected Added lots of monsters. Rats, bats, and kobolds up top. Orcs, zombies, and wolves lower down. Ogres, trolls, demons, and a dragon deep at the bottom Spent a long time tweaking numbers for a fair difficulty curve Died for the first time"}, {"post_id": 22014, "ts": "2026-07-04T07:59:16Z", "hours": 8.2, "text": "Cargo project set up, only dependency is crossterm Wrote own xorshift RNG (learn how they work + deterministic seeds -> reproducible dungeons) Added points, rectangles, tile types (wall/floor/corridor/stairs) Map = one flat vector indexed as 2D Rooms and corridors generator: scatter nonoverlapping rooms, join with L-shaped halls Ray-cast FOV: see only nearby and visited tiles stay dimly lit No player yet, but world is generating"}]...
|
Title: Delve by @devlsx | Stardance
Devlogs:
Carg Title: Delve by @devlsx | Stardance
Devlogs:
Cargo project set up, only dependency is crossterm Wrote own xorshift RNG (learn how they work + deterministic seeds -> reproducible dungeons) Added points, rectangles, tile types (wall/floor/corridor/stairs) Map = one flat vector indexed as 2D Rooms and corridors generator: scatter nonoverlapping rooms, join with L-shaped halls Ray-cast FOV: see only nearby and visited tiles stay dimly lit No player yet, but world is generating
Put all the colors in one place Added a scrolling message log at the bottom of the screen Player and monsters use the same struct. The only thing that makes a monster is whether it has an āaiā Gave them hp, power, and defense Combat is simple. Walk into a monster to hit it Damage is attacker power plus a little random, minus defender defense Plays better than expected Added lots of monsters. Rats, bats, and kobolds up top. Orcs, zombies, and wolves lower down. Ogres, trolls, demons, and a dragon deep at the bottom Spent a long time tweaking numbers for a fair difficulty curve Died for the first time
Added line-of-sight using a bresenham ray to check nothing solid blocks the view Added A* pathfinding so monsters route around walls to reach you Monsters keep chasing for a few turns after losing sight, so ducking around a corner wonāt save you A* was a pain. Rustās BinaryHeap is a max-heap, but A* needs the smallest cost first, so it kept finding crazy paths. Flipping the ordering fixed it and monsters got good at cornering me Added loot to make going deeper worth it. Potions (healing, strength, vitality), scrolls (teleport, magic mapping, lightning, enchant), weapons, armor, and gold Added an inventory to carry it all Added spawn tables that put more and nastier stuff deeper down Zapping the nearest monster with a lightning scroll across a room feels great Made a whole file just for the funny one-liners the game throws at you. Best part of the day
Wrote the core Game struct that owns the map, player, monsters, loot, inventory, and depth Built the turn loop. You act, then every monster takes its turn The turn loop fought the borrow checker. Moving one monster while reading all the others is something Rust hates. Split the borrows of self by hand and used a snapshot of which tiles are occupied. Took forever, but it works and monsters chase properly, so I stopped touching it Added descending the stairs Added xp and leveling. Made up the numbers and playtested until they felt okay Added rendering with remembered and visible tiles Added the hud, the message log panel, and the inventory and help screens Went from a bunch of modules to something that looks like a game in one evening
Hooked up input (wasd, arrows, hjkl, all of it) Built the real main loop with terminal setup, and it was playable start to finish Hit a bug where every keypress moved me twice. Some terminals send a press and a release event and I was reacting to both. One-line fix once I understood it Added saving. Hand-wrote the whole save format instead of using serde, dumping the map, monsters, inventory, and even the rng state to a text file Save works suspend-style, so it deletes on load and you canāt save-scum death Had a nasty bug parsing the rng state as an i64 when itās a u64, so big values silently failed to load. Lost an hour to one wrong type Five evenings and itās a real, funny little roguelike that saves and runs in any terminal Learned a ton of Rust. Calling it done
Ships:
Delve This is a little roguelike I built in Rust. It runs entirely in the terminal: no graphics, just coloured letters. Youāre the @ , you climb down into a randomly generated dungeon, fight the things that live there, grab whatever loot you can, and try to get to the bottom before something eats you. Itās twelve floors deep. Getting there is the whole game. The only dependency is crossterm (for raw terminal mode, colours and key input). Everything else ā the RNG, the map generator, the field of view, the monster pathfinding, the save format ā I wrote myself. That was the point: I wanted to actually understand every piece instead of pulling in a crate for it. How a turn works Delve is turn-based, and the loop is dead simple: nothing moves until you do. You press a key ā that becomes an Action (move, wait, pick up, descend, open the inventory, ā¦). The game resolves your action. If you walked into a monster, thatās an attack. Then every monster takes its turn. The field of view is recomputed from your new position, the screen is redrawn, and it waits for your next key. Because the world only advances on your input, you can sit and think for as long as you like ā which is very roguelike, and also means the whole thing costs zero CPU while it waits. The pieces The dungeon ( mapgen.rs ). Classic ārooms and corridorsā: I scatter up to 16 non-overlapping rectangular rooms, then connect each room to the previous one with an L-shaped tunnel. Up-stairs go in the first room, down-stairs in the last. Every floor is freshly generated, so no two runs are the same. Field of view ( fov.rs ). You can only see whatās near you; everything else is dark (tiles youāve seen before stay dimly remembered). I do it by shooting straight Bresenham lines from the player out to every square on the edge of a box around them, lighting up tiles until a ray hits a wall. Itās not the fancy āshadowcastingā algorithm everyone uses ā I picked the version I could fully understand and it looks great. Monsters that hunt you ( ai.rs + pathfind.rs ). When a monster can see you it doesnāt just stumble around ā it runs a real A * search to route around walls and close the distance. Lose line of sight and it goes back to idling. (The A * has a fun gotcha: Rustās BinaryHeap is a max -heap, but A * wants the cheapest node first, so I had to reverse the ordering. That bug ā it kept expanding the worst nodes ā took me embarrassingly long to spot.) Fighting ( combat.rs ). Simple and readable: roll the attackerās power with a tiny bit of variance, subtract the defenderās defense, and the rest is damage. Weapons add power, armour adds defense. Kill things for XP, level up for more HP and power. Loot ( items.rs + spawn.rs + inventory.rs ). Potions (healing, permanent strength, permanent max-HP), scrolls (teleport, magic mapping, lightning bolt, enchant weapon), plus weapons and armour drawn from tables that scale with depth ā so the deeper you go, the better the gear you might find, and the nastier the things guarding it. Difficulty curve. Deeper floors spawn more monsters and meaner ones. The design is deliberately lopsided: the dungeon always wins eventually. Thatās the joke the whole game is built around. Saving ( save.rs ). A save is really a suspend ā the moment you load it, the file is deleted, so you canāt save-scum your way out of a bad decision. I also hand-wrote the entire save/load format by hand (parsing and all) instead of reaching for serde , just to prove to myself I could. Flavour ( flavor.rs ). Every death, descent and kill pulls a random one-liner from a little pool, so the log never reads the same way twice (āYou delete the goblin from the timeline. No undo.ā). Honestly the most fun part to write....
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1792878739.3591366
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1793742739.3591366
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25630
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FIRST Tech Challenge Robot's Shooter by @Emili FIRST Tech Challenge Robot's Shooter by @Emilijaa | Stardance...
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Emilijaa
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1
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9.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-23T07:37:47Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an FTC robotās shooter mechanism. The challenging part was to get it working consistently with different ARTIFACTS and ensure precision in competitive gameplay. I am proud of the fact that this shooter was completed in the available timeframe with minimal compromises.", "repo": "https://github.com/jonaszaleckas/Emilija-shooter-mechanism", "demo": ""}]...
|
[{"post_id": 19294, "ts": "202 [{"post_id": 19294, "ts": "2026-06-30T15:46:19Z", "hours": 0.7336, "text": "Added proper shooter mounting onto the turret via 4 l-brackets and tpu shims for absorbing vibrations."}, {"post_id": 19115, "ts": "2026-06-30T11:03:16Z", "hours": 0.7667, "text": "Added a CAD model of lazy susan bearing, started making shooter mounts to it. My previous session did not save, however I tried moving the motors closer to the main flywheel in order to test the shooter out with the belts of length we had. This caused a lot of structural issues, with plates bending, as well as made it impossible to fit the large flywheels the way we had planned, so we decided that we will stick with the motors mounted on the back and longer timing belts."}, {"post_id": 17719, "ts": "2026-06-28T17:05:27Z", "hours": 0.5303, "text": "During this session I removed the bottom connecting part to make the manufacturing of parts easier, as well as added a standoff for the top, to pull the both plates together and prevent the shooter from spreading and developing play in the hood mechanism. I will now start the print for the parts and tomorrow at school will try to assemble and see if anything works."}, {"post_id": 17564, "ts": "2026-06-28T12:16:09Z", "hours": 0.5333, "text": "Changed pins from 3D printed to screw heads, to reduce the chances of fracturing due to stress, as well as make manufacturing a bit easier."}, {"post_id": 16848, "ts": "2026-06-27T10:56:02Z", "hours": 3.3625, "text": "During this session I added a servo mechanism, that pivots the latch and so can stop the incoming Artifacts from being shot prematurely. Also, I designed a pin-slot style rail mechanism for the adjustable hood, which is also powered by a single servo, however the tolerances will need to be tested separately before final design. What is more, I added mounting points, that allow mounting this sub-assembly onto our existing old robot for testing and added pocketing to reduce the weight."}, {"post_id": 16163, "ts": "2026-06-26T08:38:39Z", "hours": 0.3286, "text": "Added centering grooves for the main ramp so it can be printed and tested; added plate for Artifact trajectory centering after launch; added mates for the latch."}, {"post_id": 15699, "ts": "2026-06-25T15:06:21Z", "hours": 1.3833, "text": "Refactoring main plate sketches, making proper motor mounts, dividing power transmission into sub-assemblies, adding ramp & latch"}, {"post_id": 15591, "ts": "2026-06-25T11:09:06Z", "hours": 1.0833, "text": "Started 3D model of FTC Decode launcher. Main geometry is almost finished, still need to make a latch mechanism, adjustable hood, and figure out how to mount it onto the robot."}]...
|
Title: FIRST Tech Challenge Robot's Shooter by Title: FIRST Tech Challenge Robot's Shooter by @Emilijaa | Stardance
Devlogs:
Started 3D model of FTC Decode launcher. Main geometry is almost finished, still need to make a latch mechanism, adjustable hood, and figure out how to mount it onto the robot.
Refactoring main plate sketches, making proper motor mounts, dividing power transmission into sub-assemblies, adding ramp & latch
Added centering grooves for the main ramp so it can be printed and tested; added plate for Artifact trajectory centering after launch; added mates for the latch.
During this session I added a servo mechanism, that pivots the latch and so can stop the incoming Artifacts from being shot prematurely. Also, I designed a pin-slot style rail mechanism for the adjustable hood, which is also powered by a single servo, however the tolerances will need to be tested separately before final design. What is more, I added mounting points, that allow mounting this sub-assembly onto our existing old robot for testing and added pocketing to reduce the weight.
Changed pins from 3D printed to screw heads, to reduce the chances of fracturing due to stress, as well as make manufacturing a bit easier.
During this session I removed the bottom connecting part to make the manufacturing of parts easier, as well as added a standoff for the top, to pull the both plates together and prevent the shooter from spreading and developing play in the hood mechanism. I will now start the print for the parts and tomorrow at school will try to assemble and see if anything works.
Added a CAD model of lazy susan bearing, started making shooter mounts to it. My previous session did not save, however I tried moving the motors closer to the main flywheel in order to test the shooter out with the belts of length we had. This caused a lot of structural issues, with plates bending, as well as made it impossible to fit the large flywheels the way we had planned, so we decided that we will stick with the motors mounted on the back and longer timing belts.
Added proper shooter mounting onto the turret via 4 l-brackets and tpu shims for absorbing vibrations.
Ships:
I made an FTC robotās shooter mechanism. The challenging part was to get it working consistently with different ARTIFACTS and ensure precision in competitive gameplay. I am proud of the fact that this shooter was completed in the available timeframe with minimal compromises....
|
1793271309.128181
|
1793357709.128181
|
|
25648
|
CaptchaOS by @hbcguntur | Stardance
|
hbcguntur
|
1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-14T19:59:17Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hooray! Iāve finally completed CaptchaOS. Iād wanted to build a WebOS after seeing so many inspiring projects and it actually started when I ran into a captcha while searching āwhat is CaptchaOS.ā Thatās how the whole journey began. To get going, I used AI to put together the boilerplate for the WebOS, then I searched for sounds that suited the project, wrote the JavaScript and wired those sounds in. After I built the login with the captchas on the homepage, the stars and the meteors didnāt come out the way I expected, so I learned how to fix them and thatās where I really got the hang of ::before and ::after and picked up more about keyframes (I knew them already, but learned a good bit more). The hardest part by far was the Alive challenge. Getting Spud into the right position took me forever, but along the way I learned a lot more about overlays and even added the eye animation to him. I leaned on some code from Google and a few blogs to fix that. I gave it my 100% and Iāll keep going on this project. There are still a few minor bugs I want to fix. Would love your feedback, guys!", "repo": "https://github.com/praneeth00007/CaptchaOs", "demo": "https://captcha-os.vercel.app/"}]...
|
[{"post_id": 28492, "ts": "202 [{"post_id": 28492, "ts": "2026-07-14T19:30:14Z", "hours": 0.3331, "text": "I had grabbed some more ideas what i can implement in this project and i had encountered an strange issue and i got very worried and its the first time i got this issue instead of the emoji i am getting ļæ½ before saving correctly my system got hanged and got an os error and after fixing the issue it maybe anything after had fixed the issue and replaced correctly by googling and used some ai to get some emoji faster . later i had optimized the ui and made some ui little changes ."}, {"post_id": 28480, "ts": "2026-07-14T18:58:14Z", "hours": 0.6847, "text": "Update I had added the README, deployed it to Vercel, and also added a vercel.json file to avoid any deployment issues. Added a Hard level where, if the user is idle for 5 minutes , it detects as a bot and gives them the hardest task. I genuinely think this is one of the hardest captchas Iāve ever seen. The first two are very easy, but the last one is so random that it took me more than 7 minutes just to solve the final captcha once. The potato is not nice guys. š ā ā ā ā ā ā ā ā ā ā¢ā ¤ā ā ā ā ā ā ā ā ā ā ā ¢ā£ā ā ā ā ā ā ā ā ā ā ā¢ā ā¢ā”ā ā ¤ā ā ā ā ā ā ā ā ā ā ā¢ā ā ā ā ā ā ā ā”⣔ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ³ā”ā ā ā ā ┓ā”ā ā ā ā ā ā ā ā ⢠ā£ā ā ā ā ā ā ā ā ā ⢱ā ā ā ā¢ā¢§ā ā ā ā ā ā ā ā ⣰⣿ā£ā £ā ā¢ā ā ā ā ā ā ā ā” ā ā ⢸⢸ā ā ā ā ā ā¢ā ⢰⢫┧ā£ā ā”⢔ā ā ā ā ā ā ā ⣠ā ā ⢸⢸⣦ā£ā”ā ⢠ā ā£ā£³ā¢§ā£æā”æā ā”ā ā °ā ā ā ā ā ā ⣯ ā ā ā ā æā”ā”ā¢ā£·ā£¾ā”ā ¹ā ā£
ā ā ⣠ā ā ā”ā”ā ā ā ā ā¢ā ā ā ā ā ā”ā ā£ā£ā£½ā ā ā ā ā ā ā ā ⣼ā ā”ā ā ā ā¢ā”ā ā ā ā ā ā ā£ā ā ⢔ā ā ¢ā ā ā ā ⣠ā ā ┳ā ā ā ā£ā ā ā ā ā ā ā ⢠ā ā ±ā”ā¢ā ā ā ⢠ā”ā ⢱┠ā ā ā ⣠ā ā ā ā ā ā ā ā ā ā ⠱⢤ā ⢠ā ā ā ā ā ā£ā£ā”¤ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā” ā¢ā ā ā ā ā ā ā¢ā”ā ā”ā ā ā ā ā ā ā ā ā ā¢ā ā”ā ā”°ā ā ā” ā ā¢ā£¤ā” ā ā ā °ā ā ā ā ā ā ā ā ā ā ā øā”┣⠤⠣┤ā ā¢ā¢ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ⢲ā£ā”±ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā "}, {"post_id": 28411, "ts": "2026-07-14T17:27:07Z", "hours": 1.7792, "text": "Upgraded CaptchaOS and improved the homepage UI with a cozy vibe, pixel clouds, better stars and meteors, a brighter moon, and a cozy potato called Spud. It roasts you, gives you sarcastic dialogues, and sometimes says random nonsense until its coffee runs out. Spud has beautiful typewriter effects when it talks, along with talking animations and sound effects. It tries to roast you when you fail the CAPTCHA or lose the snake game and sometimes it just says random nonsense. At the end of the day, itās just a potato, so donāt be afraid. I also improved the browser, and it works fine now. I still need to improve the browserās UI and add some cool features too. Sorry guys i see that in my laptop it doesnāt records internal audio , i need to install 3rd party record software or else u would had listened the music , the vibe , some sounds too ."}, {"post_id": 28192, "ts": "2026-07-14T10:14:56Z", "hours": 2.1625, "text": "I had added the Snake game and it had so much bugs and fun too I felt i went back to the old days where i played the snake game , i will add some more errors and some User Interface improvements too and polish up everything I am very Open to get the feedback from you guys"}, {"post_id": 27790, "ts": "2026-07-13T17:33:20Z", "hours": 3.1808, "text": "Started the journey of building the Web Os i got very curios and so interested after seeing so many web OS projects and i had searched what is Web Os and in that process got an captcha and i got an idea why i cant I Make an Captcha Os and i had started . I had added some sounds like bootup and if a captcha is failed and suceeded and added some cool stuff and i am so lazy to bypass the captchas so i thought why cant i add the api endpoints to track and bypass (Because i had added some captchas to loggedin U can see in the images) and i need to add the localstorage and SessionStorage too as if user refreshes page the whole progress will be lost and at a point the user need to be frustated but it had limits 𤪠Cant wait to add more features,bugs š and I need your valuable feedback guys yeah it is not Over We will be meeting again in Next Post Soon Maybe Tomorrow ."}]...
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Title: CaptchaOS by @hbcguntur | Stardance
Devlog Title: CaptchaOS by @hbcguntur | Stardance
Devlogs:
Started the journey of building the Web Os i got very curios and so interested after seeing so many web OS projects and i had searched what is Web Os and in that process got an captcha and i got an idea why i cant I Make an Captcha Os and i had started . I had added some sounds like bootup and if a captcha is failed and suceeded and added some cool stuff and i am so lazy to bypass the captchas so i thought why cant i add the api endpoints to track and bypass (Because i had added some captchas to loggedin U can see in the images) and i need to add the localstorage and SessionStorage too as if user refreshes page the whole progress will be lost and at a point the user need to be frustated but it had limits 𤪠Cant wait to add more features,bugs š and I need your valuable feedback guys yeah it is not Over We will be meeting again in Next Post Soon Maybe Tomorrow .
I had added the Snake game and it had so much bugs and fun too I felt i went back to the old days where i played the snake game , i will add some more errors and some User Interface improvements too and polish up everything I am very Open to get the feedback from you guys
Upgraded CaptchaOS and improved the homepage UI with a cozy vibe, pixel clouds, better stars and meteors, a brighter moon, and a cozy potato called Spud. It roasts you, gives you sarcastic dialogues, and sometimes says random nonsense until its coffee runs out. Spud has beautiful typewriter effects when it talks, along with talking animations and sound effects. It tries to roast you when you fail the CAPTCHA or lose the snake game and sometimes it just says random nonsense. At the end of the day, itās just a potato, so donāt be afraid. I also improved the browser, and it works fine now. I still need to improve the browserās UI and add some cool features too. Sorry guys i see that in my laptop it doesnāt records internal audio , i need to install 3rd party record software or else u would had listened the music , the vibe , some sounds too .
Update I had added the README, deployed it to Vercel, and also added a vercel.json file to avoid any deployment issues. Added a Hard level where, if the user is idle for 5 minutes , it detects as a bot and gives them the hardest task. I genuinely think this is one of the hardest captchas Iāve ever seen. The first two are very easy, but the last one is so random that it took me more than 7 minutes just to solve the final captcha once. The potato is not nice guys. š ā ā ā ā ā ā ā ā ā ā¢ā ¤ā ā ā ā ā ā ā ā ā ā ā ¢ā£ā ā ā ā ā ā ā ā ā ā ā¢ā ā¢ā”ā ā ¤ā ā ā ā ā ā ā ā ā ā ā¢ā ā ā ā ā ā ā ā”⣔ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ³ā”ā ā ā ā ┓ā”ā ā ā ā ā ā ā ā ⢠ā£ā ā ā ā ā ā ā ā ā ⢱ā ā ā ā¢ā¢§ā ā ā ā ā ā ā ā ⣰⣿ā£ā £ā ā¢ā ā ā ā ā ā ā ā” ā ā ⢸⢸ā ā ā ā ā ā¢ā ⢰⢫┧ā£ā ā”⢔ā ā ā ā ā ā ā ⣠ā ā ⢸⢸⣦ā£ā”ā ⢠ā ā£ā£³ā¢§ā£æā”æā ā”ā ā °ā ā ā ā ā ā ⣯ ā ā ā ā æā”ā”ā¢ā£·ā£¾ā”ā ¹ā ā£
ā ā ⣠ā ā ā”ā”ā ā ā ā ā¢ā ā ā ā ā ā”ā ā£ā£ā£½ā ā ā ā ā ā ā ā ⣼ā ā”ā ā ā ā¢ā”ā ā ā ā ā ā ā£ā ā ⢔ā ā ¢ā ā ā ā ⣠ā ā ┳ā ā ā ā£ā ā ā ā ā ā ā ⢠ā ā ±ā”ā¢ā ā ā ⢠ā”ā ⢱┠ā ā ā ⣠ā ā ā ā ā ā ā ā ā ā ⠱⢤ā ⢠ā ā ā ā ā ā£ā£ā”¤ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā” ā¢ā ā ā ā ā ā ā¢ā”ā ā”ā ā ā ā ā ā ā ā ā ā¢ā ā”ā ā”°ā ā ā” ā ā¢ā£¤ā” ā ā ā °ā ā ā ā ā ā ā ā ā ā ā øā”┣⠤⠣┤ā ā¢ā¢ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ⢲ā£ā”±ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā
I had grabbed some more ideas what i can implement in this project and i had encountered an strange issue and i got very worried and its the first time i got this issue instead of the emoji i am getting ļæ½ before saving correctly my system got hanged and got an os error and after fixing the issue it maybe anything after had fixed the issue and replaced correctly by googling and used some ai to get some emoji faster . later i had optimized the ui and made some ui little changes .
Ships:
Hooray! Iāve finally completed CaptchaOS. Iād wanted to build a WebOS after seeing so many inspiring projects and it actually started when I ran into a captcha while searching āwhat is CaptchaOS.ā Thatās how the whole journey began. To get going, I used AI to put together the boilerplate for the WebOS, then I searched for sounds that suited the project, wrote the JavaScript and wired those sounds in. After I built the login with the captchas on the homepage, the stars and the meteors didnāt come out the way I expected, so I learned how to fix them and thatās where I really got the hang of ::before and ::after and picked up more about keyframes (I knew them already, but learned a good bit more). The hardest part by far was the Alive challenge. Getting Spud into the right position took me forever, but along the way I learned a lot more about overlays and even added the eye animation to him. I leaned on some code from Google and a few blogs to fix that. I gave it my 100% and Iāll keep going on this project. There are still a few minor bugs I want to fix. Would love your feedback, guys!...
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1793289422.1793003
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1793375822.1793003
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25653
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AI robotic arm assistant by @Lace101 | Stardance
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Lace101
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-20T01:38:13Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a AI robotic arm which can hold magnetic stuff and move around in 3 directions. It uses a PySide6 application to communicate with the local ollama ai, and the ai controls the arm through serial communication with the help of a microcontroller. It also has a cool oled display. I hope you will like it!!!", "repo": "https://github.com/laco57/AI-Robotic-arm/blob/main/README.md", "demo": ""}]...
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[{"post_id": 31551, "ts": "202 [{"post_id": 31551, "ts": "2026-07-20T01:32:44Z", "hours": 2.0258, "text": "I worked on the finishing touches, made a showcase youtube video, i am happy with the results."}, {"post_id": 31128, "ts": "2026-07-19T08:54:17Z", "hours": 6.835, "text": "devlog:5 I worked more on the app fixed a bug where the app froze if the ai took to long to reply by adding a QThread instead of doing all the work in Mainwindow. I think i learned a lot about pyside6 and after fixing the app i also reworked the robotic arm to make the wiring more tidy plus a added a display which just shows 2 animated eyes. Thats about it i think im really close to shipping.(Also under the display i will add a magnet so he can pick up stuff)"}, {"post_id": 28216, "ts": "2026-07-14T11:13:39Z", "hours": 7.1997, "text": "#devlog 4 i have further worked on the app, i made a alternative version which uses the socket library to send the input to the server wher ethe ai sends back the output ( i will use this if i were to make a mobile app) but mainly i just made the app look better and thats about it. Next steps are adding automated functions, making api variables so the ai can tell me the weather,news etc and also i should finish the 3d model and design the head of the arm too. thats it for now"}, {"post_id": 25945, "ts": "2026-07-10T13:39:40Z", "hours": 9.6789, "text": "I worked on a lot of code, made the AI local using ollama, the ai works great it doesnt strain my pc too much and the ai can now send commands to the robotic arm. I did use some ai for learning the libraries like pyqt6 and ollama but the final code is written by me. After making the backend work i worked on the UI, originally i wanted to use tkinter but i decided to go with PyQt6 since its cleaner. The UI is pretty Barebone so far so next steps are making it look better and designing the app to be cleaner."}, {"post_id": 17479, "ts": "2026-06-28T08:52:14Z", "hours": 2.1847, "text": "I made a tkinter UI for talking to the AI/sending data to the arduino, i will have to make the app design better,print a response inside the app form the ai and make it so the ai also controls the arm while having a conversation too."}, {"post_id": 17140, "ts": "2026-06-27T20:26:53Z", "hours": 5.5597, "text": "I am working on a robotic arm assistant, for the past 3 days or so i have been working on the actual AI used in the arm and it was really hard to be fair. AI help was used while making this since no one (atleast i havent found) anyone who made anything close to my idea. But yeah i managed to get the code working you send a message to the ai through code (gonna work on making a tkinter UI next probably) and the ai responds in servo values (also planning to add a option to talk with the ai). I am pretty satisfied with what i have so far though. (also the ai isnt local its through gemini api)"}]...
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Title: AI robotic arm assistant by @Lace101 | Star Title: AI robotic arm assistant by @Lace101 | Stardance
Devlogs:
I am working on a robotic arm assistant, for the past 3 days or so i have been working on the actual AI used in the arm and it was really hard to be fair. AI help was used while making this since no one (atleast i havent found) anyone who made anything close to my idea. But yeah i managed to get the code working you send a message to the ai through code (gonna work on making a tkinter UI next probably) and the ai responds in servo values (also planning to add a option to talk with the ai). I am pretty satisfied with what i have so far though. (also the ai isnt local its through gemini api)
I made a tkinter UI for talking to the AI/sending data to the arduino, i will have to make the app design better,print a response inside the app form the ai and make it so the ai also controls the arm while having a conversation too.
I worked on a lot of code, made the AI local using ollama, the ai works great it doesnt strain my pc too much and the ai can now send commands to the robotic arm. I did use some ai for learning the libraries like pyqt6 and ollama but the final code is written by me. After making the backend work i worked on the UI, originally i wanted to use tkinter but i decided to go with PyQt6 since its cleaner. The UI is pretty Barebone so far so next steps are making it look better and designing the app to be cleaner.
#devlog 4 i have further worked on the app, i made a alternative version which uses the socket library to send the input to the server wher ethe ai sends back the output ( i will use this if i were to make a mobile app) but mainly i just made the app look better and thats about it. Next steps are adding automated functions, making api variables so the ai can tell me the weather,news etc and also i should finish the 3d model and design the head of the arm too. thats it for now
devlog:5 I worked more on the app fixed a bug where the app froze if the ai took to long to reply by adding a QThread instead of doing all the work in Mainwindow. I think i learned a lot about pyside6 and after fixing the app i also reworked the robotic arm to make the wiring more tidy plus a added a display which just shows 2 animated eyes. Thats about it i think im really close to shipping.(Also under the display i will add a magnet so he can pick up stuff)
I worked on the finishing touches, made a showcase youtube video, i am happy with the results.
Ships:
I made a AI robotic arm which can hold magnetic stuff and move around in 3 directions. It uses a PySide6 application to communicate with the local ollama ai, and the ai controls the arm through serial communication with the help of a microcontroller. It also has a cool oled display. I hope you will like it!!!...
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1793306864.4805434
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1793393264.4805434
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25672
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NeoOS by @WilGulf | Stardance
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WilGulf
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1
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130.63
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T16:36:40Z", "hours": 118.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So I made my own os āNeoOSā, this project was started not long after the release of the macbook neo and cause of that the os got itās name. Testing is pretty easy, just make sure you have qemu installed with the correct cpu architecture. The project has become much bigger than I thought when I started it, I just could not stop implementing more features. And the most challenging part must be the hardware interaction, like reading from a disk by sending commands in hex. The documentation found for how cpus/ata disks/ram and all works are so hard to understand but that may be because it is not a simple thing. So when testing I want you to know that even though there arenāt many commands the kernel is still doing so much work not seen and the kernel is also what took most hours on this project. Lastly I hope that someone with all documentation provided writes their own program for NeoOS, I would love to see what other people could do with my OS.", "repo": "https://github.com/WilGulf/NeoOS", "demo": "https://github.com/WilGulf/NeoOS/releases/tag/1.1.0"}]...
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[{"post_id": 74057, "ts": "202 [{"post_id": 74057, "ts": "2026-09-26T16:34:52Z", "hours": 9.7725, "text": "Devblog 22 The review of NeoOS found some problems with the filesystem commands and I took some time to fix them. Now the commands know where they are run and you can move around with cd. The second thing for this devblog is that I got multi disk support so now you can have up to 4 harddrives attached with writing/reading working on all of them , and that took some interractions with the ata ports but I finally got it working. āWilGulf"}, {"post_id": 69740, "ts": "2026-09-17T18:05:34Z", "hours": 2.8608, "text": "Devblog 21 The review is taking ages, and I couldnāt leave NeoOS. So I of course continued with fixes and features. The big new thing in this devblog is the filesystem: NeoFS, I have done major changes to the design like how a free block is found which greatly improves performance. And many safeguards were added to reading/writing to the filesystem. I also updated the host fstools used to create the filesystem on a drive to support arguments with options, easier to use now. ā WilGulf"}, {"post_id": 63661, "ts": "2026-09-07T16:18:42Z", "hours": 1.5858, "text": "Devblog 20 Final touches and logging the remaining time before shipping. I hope I have fixed all small bugs and made the libraries easy to use in new C programs. I also created some small new programs to show all functions in the kernel. Thats all for now and I hope to get to ship soon. āWilGulf"}, {"post_id": 63163, "ts": "2026-09-06T20:16:36Z", "hours": 1.6142, "text": "Devblog 19 Not as big of a update now, but I just wanted to show of my new readdir implementation. That is then used by list with some coloring, all are green cause there is only executables in /execs. ā WilGulf"}, {"post_id": 63079, "ts": "2026-09-06T17:50:19Z", "hours": 9.9825, "text": "Devblog 18 So close to going over 10h however I managed to fix the bug. So a missing feature has been writing to the disk and not only read it. But the current file system was fat16 and the attempts I have made to implement writing has failed. What is the logical thing to do in this scenario, well I wrote my own filesystem: NeoFS. It is not feature rich compared to fat16 but that was why I could make it write. And the performance may be horibble when having larger files. But if it works I will keep it! So the test just shows writing/reading of a file. ā WilGulf"}, {"post_id": 60414, "ts": "2026-09-02T18:32:35Z", "hours": 3.4125, "text": "Devblog 17 I have developed my own ramfs. The old filesystem only supported fat16 with only reading capabilities which maded it feel very limited with what you could do with it. So the first step I dicided to do with adding reading was to implement filesystem that lives in ram which is really easy to write to. Now the D: drive is used for the ramfs (D as in dev used by linux). In the screenshot test.elf creates a file: D:/test.txt and writes HELLO FROM RAMFS to it. Then read.elf (linux cat) can read that file. ā WilGulf"}, {"post_id": 58085, "ts": "2026-08-30T13:12:46Z", "hours": 7.1003, "text": "Devblog 16 I wanted more programs for NeoOS but I felt really limited to just the print and getkey functions. So I rewrite ncurses (not with all ncurses functions) into my own curses for NeoOS. This allowed me to write programs that update the terminal like a screen. Here I shouw the NeoOS logo being displayed with a CRT-screen effect. Now I am In the decision of what game to make with this new library. ā WilGulf"}, {"post_id": 56739, "ts": "2026-08-28T16:47:26Z", "hours": 4.86, "text": "Devblog 15 I have now added colored printing that I showcase here in the fetch program. The printing made me redo how the writer works to support the decoding of the default ascii sequence used to change color: \\033[xxm , where xx is the color. It follows the standard C way which makes it pretty easy to use colored printing. ā WilGulf"}, {"post_id": 53943, "ts": "2026-08-24T17:27:07Z", "hours": 13.1097, "text": "Devblog 14 I have worked on multiple commands for the shell but the one that i want to showcase now is the process management. Running.elf lists all running processes (including itself) with their name, pid and privilege level. Then I execute kill.elf with ā1ā as a argument which is the id of the shell. That kills the shell which leaves the os with just the blinking underscore cause there is no longer a shell running. Other commands are the sysinfo (uname) and updating fetch.elf with some new info."}, {"post_id": 49143, "ts": "2026-08-17T19:33:20Z", "hours": 9.0397, "text": "Devblog 13 Not much to show on the screen, however in the background i have worked on a security feature. So it is kind of like the pledge feature in open-bsd: so the kernel first need to know from the program what it wants to do, like print to the screen. Not until it has told what it will do it wonāt be able to do anything. And if the program ever does anything it hasnāt told it would do the kernel will just kill the process. The program promise to not use any other functions except the one it has specified. And the kernel wonāt let it break itās promise. That is why the c function is called promise. āWilGulf"}, {"post_id": 48037, "ts": "2026-08-16T10:16:51Z", "hours": 9.1672, "text": "Devblog 12 A shell This is the first shell for NeoOS, it only has the clear command and a fetch program to display the logo. It took some time implementing all syscalls it needed, i needed to make many kernel functions available in the userprogram and that took most my time. I have yet to implement a way to terminate the program so now when fetch is called it never ends and you never get back to the shell again. ā WilGulf"}, {"post_id": 46769, "ts": "2026-08-14T08:19:44Z", "hours": 4.0228, "text": "Devblog 11 NeoOS has now got ps2 keyboard drivers! So now I have implemented a driver for the US layout on ps2 keyboards. I am also looking into changing it to support my keyboards (Swedish layout), but that would take some time to map the right keys to the right number when the US layout can be found right on the os dev wiki. So this keyboard writing is also done the real way, the kernel boots, the kernel starts a program, that program asks for keyboard input, when it gets a input it asks the kernel to print that input. Now you can see how this could later change into a shell: you write the name of a command and it runs it. āWilGulf"}, {"post_id": 44096, "ts": "2026-08-09T17:04:23Z", "hours": 7.8719, "text": "Devblog 10 Now a binary file is able to be loaded AND executed. So from that qemu picture you can see the āHello from a binary programā message, that message is printed by that print.s code. This is a huge milestone. There are still some functions to implement. But after that it is just writing all the userland programs. I must say none of this was easy, and choosing to develop a OS for stardance has so far been a really big challange. And now I need to push through coding the last bit so i can get this shipped before the end of stardance. āWilGulf"}, {"post_id": 43351, "ts": "2026-08-08T15:42:07Z", "hours": 7.6778, "text": "Devblog 9 I found a course for os development to follow and it really helped me with this. With the course explaining, I got my kernel to read a fat16 disk and print the content of hello.txt. This was a lot of debugging, first the file did open but couldnāt be read, then later the file was read but the data was just wierd characters. Now this is a huge step, the reading is done and now I only need it to be able to understand executables and read them. ā WilGulf"}, {"post_id": 42494, "ts": "2026-08-07T08:16:16Z", "hours": 3.1131, "text": "Devblog 8 The real malloc and free is implemented. And if you know C you may understand what is going on in the image. All ptr are allocated using malloc and the first one is freeād before allocating ptr4, that is why their values are the same: ptr4 reuses ptr1 because ptr1 is freeād. Now that I donāt only have the allocation but also freeing which means I can safely implement a filesystem driver without worrying about the memory overflowing. ā WilGulf"}, {"post_id": 42122, "ts": "2026-08-06T18:15:14Z", "hours": 4.8756, "text": "Devblog 7 I got to usermode, there I could run all the programs like a shell. But when jumping to usermode you need somewhere to land, some address where the cpu can start executing code. I donāt have that. So the next thing would be to implement a filesystem driver to read a disk and execute an executable. But my memory management is to simple to do it in a good way, I can only allocate and never delocate. So now I am going to revamp my memory management. āWilGulf"}, {"post_id": 26450, "ts": "2026-07-11T08:03:23Z", "hours": 11.1347, "text": "10h I donāt have anything to show right now, but as you can see i have 11 more hours on this project. I have both been working on fixes and some new things needed for the next big thing being: getting to ring 3/usermode. āWilGulf"}, {"post_id": 24029, "ts": "2026-07-07T09:45:52Z", "hours": 4.8494, "text": "Now we got progress! The kernel now has my implementation of paging working. If you donāt know what paging is, it is basically a way of managing the memory that is used by most x86 operating systems. The paging implementation took some C files and some updates to the assembly files but now it is done! Now I have many ways to go with what to implement next. Weāll see what i choose. āWilGulf"}, {"post_id": 19092, "ts": "2026-06-30T09:33:07Z", "hours": 7.1717, "text": "IDT Done! Now I got the IDT working. You can see it is working cause when that āDivide By Zeroā message appears the kernel does a division with a zero. Normally that would make the kernel start bootlooping but now the interrupt handler handles the divide by zero and stops the kernel instead. Interrupt handling does not only stop crashes but also allow keyboards or syscalls to invoke interrupts that the kernel can process. Next step may be to use that interrupt handler to implement syscalls. ā WilGulf"}, {"post_id": 18225, "ts": "2026-06-29T09:29:17Z", "hours": 2.5817, "text": "Hello Yes we got it, hello world on the screen. Turns out the loading of the kernel set up the stack wrong. One line of assembly was in the wrong section. I also continued with the GDT. It isnt something you can see but in the background the GDT has been initialized. That is my progress so far, now after GDT comes some interrupt handling. āWilGulf"}, {"post_id": 17849, "ts": "2026-06-28T19:51:48Z", "hours": 3.3697, "text": "HELP What is wrong? Well as I said, I would continue with getting Hello World on the screen. Well that wasnāt hard to do the āsimpleā way, just pasting several lines for each letter. But I wanted to do it the real way, implement a writer function. I started with making a function to clear the framebuffer from that āBootingā¦ā message. And also moving the cursor to the start. Then I continued with the writer. The writer took two parameters: (char *buf, unsigned int len). Both arguments needed. The function i began testing with calling it from kmain like this: writer(āhelloā, 5) . Then in the function i processed it like this: unsigned char *bytes = (unsigned char *)buf; for (unsigned int i = 0; i < len; i++) { fb_write_cell(pos * 2, bytes[i], 0x0F, 0x00); pos++; } But thats where it went wrong. When compiling and booting after adding that function content it wouldnāt boot. And that is wierd cause when i removed the bytes[i] line it booted. Somehow my kernel cant handle it. I donāt know what could currently be causing this. What now? Well i will of course try to solve this myself or find a way to make the writer work. And if you have any knowledge in C and os development please help me. The projects current code can be found on my github. ā WilGulf"}, {"post_id": 15860, "ts": "2026-06-25T19:46:32Z", "hours": 1.8089, "text": "I got my OS booting without entering a bootloop!!! I wanted to leave assembly and start to use C. But to do that I need to call the main function in C from assembly. Much googling and testing later I got it to actually use the main functions while loop to keep itself from bootlooping. Never thought i would be so happy about completing the first and easiest task in os development. I will comeback with another post when i get āhello worldā on the screen."}]...
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Title: NeoOS by @WilGulf | Stardance
Devlogs:
I g Title: NeoOS by @WilGulf | Stardance
Devlogs:
I got my OS booting without entering a bootloop!!! I wanted to leave assembly and start to use C. But to do that I need to call the main function in C from assembly. Much googling and testing later I got it to actually use the main functions while loop to keep itself from bootlooping. Never thought i would be so happy about completing the first and easiest task in os development. I will comeback with another post when i get āhello worldā on the screen.
HELP What is wrong? Well as I said, I would continue with getting Hello World on the screen. Well that wasnāt hard to do the āsimpleā way, just pasting several lines for each letter. But I wanted to do it the real way, implement a writer function. I started with making a function to clear the framebuffer from that āBootingā¦ā message. And also moving the cursor to the start. Then I continued with the writer. The writer took two parameters: (char *buf, unsigned int len). Both arguments needed. The function i began testing with calling it from kmain like this: writer(āhelloā, 5) . Then in the function i processed it like this: unsigned char *bytes = (unsigned char *)buf; for (unsigned int i = 0; i < len; i++) { fb_write_cell(pos * 2, bytes[i], 0x0F, 0x00); pos++; } But thats where it went wrong. When compiling and booting after adding that function content it wouldnāt boot. And that is wierd cause when i removed the bytes[i] line it booted. Somehow my kernel cant handle it. I donāt know what could currently be causing this. What now? Well i will of course try to solve this myself or find a way to make the writer work. And if you have any knowledge in C and os development please help me. The projects current code can be found on my github. ā WilGulf
Hello Yes we got it, hello world on the screen. Turns out the loading of the kernel set up the stack wrong. One line of assembly was in the wrong section. I also continued with the GDT. It isnt something you can see but in the background the GDT has been initialized. That is my progress so far, now after GDT comes some interrupt handling. āWilGulf
IDT Done! Now I got the IDT working. You can see it is working cause when that āDivide By Zeroā message appears the kernel does a division with a zero. Normally that would make the kernel start bootlooping but now the interrupt handler handles the divide by zero and stops the kernel instead. Interrupt handling does not only stop crashes but also allow keyboards or syscalls to invoke interrupts that the kernel can process. Next step may be to use that interrupt handler to implement syscalls. ā WilGulf
Now we got progress! The kernel now has my implementation of paging working. If you donāt know what paging is, it is basically a way of managing the memory that is used by most x86 operating systems. The paging implementation took some C files and some updates to the assembly files but now it is done! Now I have many ways to go with what to implement next. Weāll see what i choose. āWilGulf
10h I donāt have anything to show right now, but as you can see i have 11 more hours on this project. I have both been working on fixes and some new things needed for the next big thing being: getting to ring 3/usermode. āWilGulf
Devblog 7 I got to usermode, there I could run all the programs like a shell. But when jumping to usermode you need somewhere to land, some address where the cpu can start executing code. I donāt have that. So the next thing would be to implement a filesystem driver to read a disk and execute an executable. But my memory management is to simple to do it in a good way, I can only allocate and never delocate. So now I am going to revamp my memory management. āWilGulf
Devblog 8 The real malloc and free is implemented. And if you know C you may understand what is going on in the image. All ptr are allocated using malloc and the first one is freeād before allocating ptr4, that is why their values are the same: ptr4 reuses ptr1 because ptr1 is freeād. Now that I donāt only have the allocation but also freeing which means I can safely implement a filesystem driver without worrying about the memory overflowing. ā WilGulf
Devblog 9 I found a course for os development to follow and it really helped me with this. With the course explaining, I got my kernel to read a fat16 disk and print the content of hello.txt. This was a lot of debugging, first the file did open but couldnāt be read, then later the file was read but the data was just wierd characters. Now this is a huge step, the reading is done and now I only need it to be able to understand executables and read them. ā WilGulf
Devblog 10 Now a binary file is able to be loaded AND executed. So from that qemu picture you can see the āHello from a binary programā message, that message is printed by that print.s code. This is a huge milestone. There are still some functions to implement. But after that it is just writing all the userland programs. I must say none of this was easy, and choosing to develop a OS for stardance has so far been a really big challange. And now I need to push through coding the last bit so i can get this shipped before the end of stardance. āWilGulf
Devblog 11 NeoOS has now got ps2 keyboard drivers! So now I have implemented a driver for the US layout on ps2 keyboards. I am also looking into changing it to support my keyboards (Swedish layout), but that would take some time to map the right keys to the right number when the US layout can be found right on the os dev wiki. So this keyboard writing is also done the real way, the kernel boots, the kernel starts a program, that program asks for keyboard input, when it gets a input it asks the kernel to print that input. Now you can see how this could later change into a shell: you write the name of a command and it runs it. āWilGulf
Devblog 12 A shell This is the first shell for NeoOS, it only has the clear command and a fetch program to display the logo. It took some time implementing all syscalls it needed, i needed to make many kernel functions available in the userprogram and that took most my time. I have yet to implement a way to terminate the program so now when fetch is called it never ends and you never get back to the shell again. ā WilGulf
Devblog 13 Not much to show on the screen, however in the background i have worked on a security feature. So it is kind of like the pledge feature in open-bsd: so the kernel first need to know from the program what it wants to do, like print to the screen. Not until it has told what it will do it wonāt be able to do anything. And if the program ever does anything it hasnāt told it would do the kernel will just kill the process. The program promise to not use any other functions except the one it has specified. And the kernel wonāt let it break itās promise. That is why the c function is called promise. āWilGulf
Devblog 14 I have worked on multiple commands for the shell but the one that i want to showcase now is the process management. Running.elf lists all running processes (including itself) with their name, pid and privilege level. Then I execute kill.elf with ā1ā as a argument which is the id of the shell. That kills the shell which leaves the os with just the blinking underscore cause there is no longer a shell running. Other commands are the sysinfo (uname) and updating fetch.elf with some new info.
Devblog 15 I have now added colored printing that I showcase here in the fetch program. The printing made me redo how the writer works to support the decoding of the default ascii sequence used to change color: \033[xxm , where xx is the color. It follows the standard C way which makes it pretty easy to use colored printing. ā WilGulf
Devblog 16 I wanted more programs for NeoOS but I felt really limited to just the print and getkey functions. So I rewrite ncurses (not with all ncurses functions) into my own curses for NeoOS. This allowed me to write programs that update the terminal like a screen. Here I shouw the NeoOS logo being displayed with a CRT-screen effect. Now I am In the decision of what game to make with this new library. ā WilGulf
Devblog 17 I have developed my own ramfs. The old filesystem only supported fat16 with only reading capabilities which maded it feel very limited with what you could do with it. So the first step I dicided to do with adding reading was to implement filesystem that lives in ram which is really easy to write to. Now the D: drive is used for the ramfs (D as in dev used by linux). In the screenshot test.elf creates a file: D:/test.txt and writes HELLO FROM RAMFS to it. Then read.elf (linux cat) can read that file. ā WilGulf
Devblog 18 So close to going over 10h however I managed to fix the bug. So a missing feature has been writing to the disk and not only read it. But the current file system was fat16 and the attempts I have made to implement writing has failed. What is the logical thing to do in this scenario, well I wrote my own filesystem: NeoFS. It is not feature rich compared to fat16 but that was why I could make it write. And the performance may be horibble when having larger files. But if it works I will keep it! So the test just shows writing/reading of a file. ā WilGulf
Devblog 19 Not as big of a update now, but I just wanted to show of my new readdir implementation. That is then used by list with some coloring, all are green cause there is only executables in /execs. ā WilGulf
Devblog 20 Final touches and logging the remaining time before shipping. I hope I have fixed all small bugs and made the libraries easy to use in new C programs. I also created some small new programs to show all functions in the kernel. Thats all for now and I hope to get to ship soon. āWilGulf
Devblog 21 The review is taking ages, and I couldnāt leave NeoOS. So I of course continued with fixes and features. The big new thing in this devblog is the filesystem: NeoFS, I have done major changes to the design like how a free block is found which greatly improves performance. And many safeguards were added to reading/writing to the filesystem. I also updated the host fstools used to create the filesystem on a drive to support arguments with options, easier to use now. ā WilGulf
Devblog 22 The review of NeoOS found some problems with the filesystem commands and I took some time to fix them. Now the commands know where they are run and you can move around with cd. The second thing for this devblog is that I got multi disk support so now you can have up to 4 harddrives attached with writing/reading working on all of them , and that took some interractions with the ata ports but I finally got it working. āWilGulf
Ships:
So I made my own os āNeoOSā, this project was started not long after the release of the macbook neo and cause of that the os got itās name. Testing is pretty easy, just make sure you have qemu installed with the correct cpu architecture. The project has become much bigger than I thought when I started it, I just could not stop implementing more features. And the most challenging part must be the hardware interaction, like reading from a disk by sending commands in hex. The documentation found for how cpus/ata disks/ram and all works are so hard to understand but that may be because it is not a simple thing. So when testing I want you to know that even though there arenāt many commands the kernel is still doing so much work not seen and the kernel is also what took most hours on this project. Lastly I hope that someone with all documentation provided writes their own program for NeoOS, I would love to see what other people could do with my OS....
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1793148628.2809644
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1793235028.2809644
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25686
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Static Site Generator (my blog) by @satr14 | Stard Static Site Generator (my blog) by @satr14 | Stardance...
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satr14
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1
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3.0
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6
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-22T16:03:20Z", "hours": 3.0, "multiplier": 2.02, "payout": 6, "blessing": "neutral", "text": "a static site generator for my blog because hugo learning curve too high", "repo": "https://git.satr14.my.id/satr14/ssg.md", "demo": "https://mind.satr14.my.id/"}]...
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[{"post_id": 33021, "ts": "202 [{"post_id": 33021, "ts": "2026-07-22T16:00:05Z", "hours": 0.9703, "text": "for the most part made a private git submodule for the posts and i dont wanna post some things publicly configured ci/cd to use the private submodule made some tiny adjustments to posts html templates"}, {"post_id": 23532, "ts": "2026-07-06T15:42:57Z", "hours": 1.7875, "text": "initial design and also made my first post"}]...
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Title: Static Site Generator (my blog) by @satr14 Title: Static Site Generator (my blog) by @satr14 | Stardance
Devlogs:
initial design and also made my first post
for the most part made a private git submodule for the posts and i dont wanna post some things publicly configured ci/cd to use the private submodule made some tiny adjustments to posts html templates
Ships:
a static site generator for my blog because hugo learning curve too high...
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1793224452.4628265
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1793310852.4628265
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25688
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My first slack bot! by @JTaco | Stardance
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JTaco
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1
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1.26
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1
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-27T06:20:51Z", "hours": 1.0, "multiplier": 1.05, "payout": 1, "blessing": "neutral", "text": "Iāve built my first Slack bot! Feel free to try it out. You can use the following commands: /tacobot-ping: Gets the latency. /tacobot-random-quote: Gets a random quote from Quotable. /tacobot-roll: Rolls a dice for you. By default its a 6 sided die but you can change it by typing in any number after the command. Enjoy!", "repo": "https://github.com/J-Taco/slack-taco-bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
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[{"post_id": 18156, "ts": "202 [{"post_id": 18156, "ts": "2026-06-29T05:28:31Z", "hours": 0.2597, "text": "I went ahead and changes the API for the quotes because it was giving an HTTPS error."}, {"post_id": 16743, "ts": "2026-06-27T06:19:08Z", "hours": 0.2783, "text": "Added /tacobot-roll to pick a random number. By default it will be up to 6 but you can change it by typing in a number after the command"}, {"post_id": 15559, "ts": "2026-06-25T09:22:39Z", "hours": 0.3878, "text": "Iāve got a command to call an API I found and get a random quote. Nothing huge but itās cool to see."}]...
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Title: My first slack bot! by @JTaco | Stardance
Title: My first slack bot! by @JTaco | Stardance
Devlogs:
Iāve got a command to call an API I found and get a random quote. Nothing huge but itās cool to see.
Added /tacobot-roll to pick a random number. By default it will be up to 6 but you can change it by typing in a number after the command
I went ahead and changes the API for the quotes because it was giving an HTTPS error.
Ships:
Iāve built my first Slack bot! Feel free to try it out. You can use the following commands: /tacobot-ping: Gets the latency. /tacobot-random-quote: Gets a random quote from Quotable. /tacobot-roll: Rolls a dice for you. By default its a 6 sided die but you can change it by typing in any number after the command. Enjoy!...
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1793311053.0979152
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1793397453.0979152
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25714
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OrbitOS by @unknown_lizzard | Stardance
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unknown_lizzard
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-25T11:49:35Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "space/mission-control desktop. minimal space control inspired OS with mission logs and launch control! (WARNING: some buttons may actually launch a rocket) added 3 apps, artemis launch control, rocket build and mission log, they are all functional and fun to use make sure you donāt launch too many rockets! I also added a small incremental game called āstardustā this is a very simple game where you mine stardust and upgrade your drill to mine more stardust if you see a spinning moon, donāt be alarmed(we accidently crashed into the moon in the proccess of testing a rocket) Jackās message to earth:āHouston we donāt have a problemā ISSUES I was having an issue with each element stacking on top of eachother but I ended up figuring it out quite quickly!ā 2.In the beginning, I had a bit of trouble figuring out the css, but it ended up going very well, all the buttons work and you can even check out the source code", "repo": "https://github.com/Mateooo93/OrbitOS", "demo": "https://mateooo93.github.io/OrbitOS/"}]...
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[{"post_id": 15608, "ts": "202 [{"post_id": 15608, "ts": "2026-06-25T11:46:35Z", "hours": 0.2628, "text": "DEVLOG 3: minigames! added a small incremental game called āstardustā this is a very simple game where you mine stardust and upgrade your drill to mine more stardust have fun!"}, {"post_id": 15605, "ts": "2026-06-25T11:30:41Z", "hours": 0.3131, "text": "DEVLOG 2: rocket builder added a new rocket builder app, now you can build the artemis V rocket! I was having an issue with each element stacking on top of eachother but I ended up figuring it out quite quickly!"}, {"post_id": 15589, "ts": "2026-06-25T11:01:22Z", "hours": 1.1289, "text": "DEVLOG 1: OrbitOS is officialy released! packaged with top of the line, military grade software, OrbitOS gives you access to Artemis Launch control. In the beginning, I had a bit of trouble figuring out the css, but it ended up going very well, all the buttons work and you can even check out the source code. I chose a very blocky and minimal UI for this because it matches the mission control feeling very well therefor this was heavily inspired from actual NASA mission control software(complete lie)."}]...
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Title: OrbitOS by @unknown_lizzard | Stardance
De Title: OrbitOS by @unknown_lizzard | Stardance
Devlogs:
DEVLOG 1: OrbitOS is officialy released! packaged with top of the line, military grade software, OrbitOS gives you access to Artemis Launch control. In the beginning, I had a bit of trouble figuring out the css, but it ended up going very well, all the buttons work and you can even check out the source code. I chose a very blocky and minimal UI for this because it matches the mission control feeling very well therefor this was heavily inspired from actual NASA mission control software(complete lie).
DEVLOG 2: rocket builder added a new rocket builder app, now you can build the artemis V rocket! I was having an issue with each element stacking on top of eachother but I ended up figuring it out quite quickly!
DEVLOG 3: minigames! added a small incremental game called āstardustā this is a very simple game where you mine stardust and upgrade your drill to mine more stardust have fun!
Ships:
space/mission-control desktop. minimal space control inspired OS with mission logs and launch control! (WARNING: some buttons may actually launch a rocket) added 3 apps, artemis launch control, rocket build and mission log, they are all functional and fun to use make sure you donāt launch too many rockets! I also added a small incremental game called āstardustā this is a very simple game where you mine stardust and upgrade your drill to mine more stardust if you see a spinning moon, donāt be alarmed(we accidently crashed into the moon in the proccess of testing a rocket) Jackās message to earth:āHouston we donāt have a problemā ISSUES I was having an issue with each element stacking on top of eachother but I ended up figuring it out quite quickly!ā 2.In the beginning, I had a bit of trouble figuring out the css, but it ended up going very well, all the buttons work and you can even check out the source code...
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1792878678.0131688
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1793742678.0131688
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25726
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real life jarvis by @dummy | Stardance
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dummy
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1
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12.29
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-29T09:48:46Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a self-hosted real-life JARVIS using Proxmox, Home Assistant, Hermes Agent, View Assist, and an old Echo Show. The system can listen for a wake word, understand speech, respond with a voice, control smart-home devices, and show information on a dedicated screen without needing a phone or computer.", "repo": "https://github.com/getthreadcontext/homey", "demo": "https://github.com/getthreadcontext/homey/blob/main/Guides/how_to_deploy.md"}]...
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[{"post_id": 18294, "ts": "202 [{"post_id": 18294, "ts": "2026-06-29T12:15:47Z", "hours": 1.2947, "text": "I properly configured the repository so it works as a HACS integration. I also removed the text-to-speech and speech-to-text parts from the integration. In the future, I plan to move the TTS and STT features into a separate service so they can be developed, updated, and used independently."}, {"post_id": 18216, "ts": "2026-06-29T09:00:44Z", "hours": 3.0658, "text": "worte the last guide and fix bugs added better error loging"}, {"post_id": 17075, "ts": "2026-06-27T18:39:09Z", "hours": 1.2231, "text": "I set up a working voice device for JARVIS. I can now talk to JARVIS directly without needing to use my phone or computer. I also created configuration files that should work for everyone and wrote a guide explaining how to set up the voice device and connect it to Home Assistant and Hermes Agent."}, {"post_id": 16507, "ts": "2026-06-26T21:13:49Z", "hours": 1.5731, "text": "I fixed the text-to-speech and speech-to-text providers in the Home Assistant Hermes integration.The Hermes conversation agent, TTS provider, and STT provider are now all working inside Home Assistant."}, {"post_id": 16225, "ts": "2026-06-26T11:12:13Z", "hours": 1.5672, "text": "I created a HACS integration for connecting Hermes Agent to Home Assistant. The integration adds: A Hermes conversation agent and tts/sst form Hermes. The conversation agent is working, but the TTS and STT are currently broken."}, {"post_id": 16170, "ts": "2026-06-26T08:45:00Z", "hours": 1.5303, "text": "The tts and stt API plugin for Hermes fully work now. The next step is to create a Home Assistant add-on that connects Home Assistantās AI and voice features to Hermes Agent. This will allow Home Assistant to use Hermes as part of the JARVIS voice-assistant system."}, {"post_id": 16107, "ts": "2026-06-26T06:08:15Z", "hours": 0.9978, "text": "Today, I started working on a plugin for Hermes Agent that exposes its stt and tts through an API .The goal is to use this API later to connect Hermes Agent to Home Assistant and other parts of the JARVIS project. I have not managed to get the plugin working yet, so I will continue working on it today and try to fix it."}, {"post_id": 15639, "ts": "2026-06-25T13:09:22Z", "hours": 1.1489, "text": "Dev Log 001. I started building the foundation of my real-life JARVIS project. I chose an old laptop with an AMD Ryzen 7 5700U and 16 GB of RAM as the main server. I installed Proxmox VE so I can run multiple virtual machines and services on the same computer. After setting up Proxmox, I installed Home Assistant OS using the Proxmox community installation script. I then completed the Home Assistant setup and installed HACS so I can easily add community integrations and custom features later. I also wrote the first setup guides for the project. These guides explain which hardware I am using, why I chose Proxmox, how to install Proxmox VE, how to open the Proxmox web interface, and how to install Home Assistant OS and HACS."}]...
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Title: real life jarvis by @dummy | Stardance
Dev Title: real life jarvis by @dummy | Stardance
Devlogs:
Dev Log 001. I started building the foundation of my real-life JARVIS project. I chose an old laptop with an AMD Ryzen 7 5700U and 16 GB of RAM as the main server. I installed Proxmox VE so I can run multiple virtual machines and services on the same computer. After setting up Proxmox, I installed Home Assistant OS using the Proxmox community installation script. I then completed the Home Assistant setup and installed HACS so I can easily add community integrations and custom features later. I also wrote the first setup guides for the project. These guides explain which hardware I am using, why I chose Proxmox, how to install Proxmox VE, how to open the Proxmox web interface, and how to install Home Assistant OS and HACS.
Today, I started working on a plugin for Hermes Agent that exposes its stt and tts through an API .The goal is to use this API later to connect Hermes Agent to Home Assistant and other parts of the JARVIS project. I have not managed to get the plugin working yet, so I will continue working on it today and try to fix it.
The tts and stt API plugin for Hermes fully work now. The next step is to create a Home Assistant add-on that connects Home Assistantās AI and voice features to Hermes Agent. This will allow Home Assistant to use Hermes as part of the JARVIS voice-assistant system.
I created a HACS integration for connecting Hermes Agent to Home Assistant. The integration adds: A Hermes conversation agent and tts/sst form Hermes. The conversation agent is working, but the TTS and STT are currently broken.
I fixed the text-to-speech and speech-to-text providers in the Home Assistant Hermes integration.The Hermes conversation agent, TTS provider, and STT provider are now all working inside Home Assistant.
I set up a working voice device for JARVIS. I can now talk to JARVIS directly without needing to use my phone or computer. I also created configuration files that should work for everyone and wrote a guide explaining how to set up the voice device and connect it to Home Assistant and Hermes Agent.
worte the last guide and fix bugs added better error loging
I properly configured the repository so it works as a HACS integration. I also removed the text-to-speech and speech-to-text parts from the integration. In the future, I plan to move the TTS and STT features into a separate service so they can be developed, updated, and used independently.
Ships:
I built a self-hosted real-life JARVIS using Proxmox, Home Assistant, Hermes Agent, View Assist, and an old Echo Show. The system can listen for a wake word, understand speech, respond with a voice, control smart-home devices, and show information on a dedicated screen without needing a phone or computer....
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1793253369.2859936
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1793339769.2859936
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25748
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a lego sorter app by @legolucas | Stardance
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legolucas
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1
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56.0
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774
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-26T11:56:00Z", "hours": 56.0, "multiplier": 13.88, "payout": 774, "blessing": "neutral", "text": "i made the software/ui for my lego sorting machine i am proud that it works and that i now can begin on my hardware project and it looks really good i think i hope you also think that", "repo": "https://github.com/ecochicnl-collab/lego-sortingmachine", "demo": "https://legosorterv2.netlify.app/"}]...
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[{"post_id": 54502, "ts": "202 [{"post_id": 54502, "ts": "2026-08-25T14:59:14Z", "hours": 7.7147, "text": "Devlog #12 Project: LEGO Sorter AppOverviewFinalizing the search system and completing the software development.Progress UpdateI fully finished the search and inventory system! It now supports detailed search filters and visual previews with images. With help from AI, I resolved a major issue where downloading images and syncing all storage bins was freezing the app due to long loading times. With an optimized asynchronous system in place, the entire software suite is complete. This marks the final devlog for the software phase.Next StepsShift focus entirely to the physical device and start building the hardware.Thank you for reading!"}, {"post_id": 34127, "ts": "2026-07-24T16:49:13Z", "hours": 7.6042, "text": "Devlog #11 Project: LEGO Sorter App Overview Connecting the software to the hardware. Progress Update Today, I built the interface that runs directly on the sorting machine. It successfully communicates with the esp32 via Python scripts. This marks a major milestone in bridging the simulation with the physical device. Next Steps Develop the āPak een blokjeā (Pick a brick) feature. Finalize the inventory screen. Thank you for reading!"}, {"post_id": 30821, "ts": "2026-07-18T19:08:12Z", "hours": 9.2661, "text": "Devlog #10 Project: LEGO Sorter App Overview Completion of the search and inventory system. Progress Update The search system is now complete, although I still need to polish minor details like text sizes and player preferences later. I downloaded a CSV file from BrickLink containing all existing LEGO bricks and built a search interface using toggles for specific categories like modified hinges. Users can input brick sizes to find specific parts, and the grid system updates accordingly. Next Steps Clean up the UI for the inventory tab. Begin the next phase of development. Thank you for reading!"}, {"post_id": 29368, "ts": "2026-07-16T08:35:47Z", "hours": 1.7981, "text": "Devlog #09 Project: LEGO Sorter App Overview Managing the UI for the two sides of the sorting machine. Progress Update I have built the system for both sides of the machine, including a screen-switching mechanism. Implementing the screen transitions was time-consuming due to the grid layout, but it is now functioning as intended. My next focus is researching how to connect the BrickLink database to Unity so that specific bricks can be assigned to individual cups. Next Steps Integrate the BrickLink database into the project. Refine the assignment logic for bricks and cups. Thank you for reading!"}, {"post_id": 29106, "ts": "2026-07-15T19:23:17Z", "hours": 2.73, "text": "Devlog #08 Project: LEGO Sorter App Overview Development of the cup grid system. Progress Update I created a grid representing the LEGO storage cups, with 500 spots on each side. I implemented a system where these spots function as buttons, including a zoom functionality for better accessibility. I faced an issue where only the first layer would move correctly during interaction, but I was eventually able to resolve this with some help from AI. Next Steps Continue refining the grid interactions. Begin integrating the sorting logic with the grid. Thank you for reading!"}, {"post_id": 28837, "ts": "2026-07-15T10:51:58Z", "hours": 6.8975, "text": "Devlog #07 Project: LEGO Sorter App Overview The simulation tab is now complete. Progress Update I have finalized the UI for the simulation tab, which now includes sliders to adjust the rotation speed and the drop timing. I have also implemented a calculation system that determines the throughput of the machine, measured in bricks per hour. Next Steps Transition to developing a new tab for the application. Thank you for reading!"}, {"post_id": 26575, "ts": "2026-07-11T14:13:51Z", "hours": 0.6842, "text": "Devlog #06 Project: LEGO Sorter App Overview Improvements to the detection accuracy of the system. Progress Update The system is now performing reliably. By introducing a timer that allows the brick to fall for a slightly longer duration before scanning, the AI is consistently identifying the bricks correctly. Next Steps Finalize the simulation tab interface. Begin work on additional UI elements. Thank you for reading!"}, {"post_id": 26546, "ts": "2026-07-11T12:58:32Z", "hours": 9.0408, "text": "Devlog #05 Project: LEGO Sorter App Overview I have successfully integrated the Brickognize API into the Unity environment. Progress Update Getting the colliders and rotation to sync with brick falling was difficult, but it is now operational. I implemented a logic where the brick becomes a child of the carousel upon contact. Furthermore, I set up a system that captures images of both the top and bottom of the brick and sends them to the Brickognize API. Because I had trouble getting the implementation to work, I utilized AI to assist with the Python script used for API communication within Unity. Next Steps Tweak the physical interaction of the bricks to make the movement feel more realistic. Continue optimizing the detection workflow. Thank you for reading!"}, {"post_id": 21740, "ts": "2026-07-03T20:37:03Z", "hours": 6.4189, "text": "Devlog #04 Project: LEGO Sorter App Overview This update focuses on optimizing the carousel simulation and implementing a collision avoidance system. Progress Update After troubleshooting various joint configurations that did not perform as expected, I pivoted to using transform-based simulation for the carousel. I also implemented a safety system: if a brick is detected in the fall range of another C-channel, that specific channel will pause its movement to prevent jams. This ensures that bricks are handled one at a time. Next Steps Implement image capturing of the carousel using OpenCV. Integrate the Brickognize API to identify the LEGO bricks. Thank you for reading!"}, {"post_id": 20029, "ts": "2026-07-01T15:08:03Z", "hours": 1.3989, "text": "Devlog #03 Project: LEGO Sorter App Overview The simulation is taking shape with the addition of physical interactions and movement. Progress Update I have implemented the script that allows the C-channel to rotate. I also set up the spawning logic for the LEGO bricks. A significant challenge was fine-tuning the mesh colliders and rigidbodies to ensure the bricks interact correctly. The bricks currently lack sufficient traction, so I will need to experiment with different mass settings and physical properties. Next Steps Test different physics configurations to optimize brick movement. Refine the interaction between the bricks and the carousel. Thank you for reading!"}, {"post_id": 19955, "ts": "2026-07-01T12:33:35Z", "hours": 1.2903, "text": "Devlog #02 Project: LEGO Sorter App Overview Today, I made progress on the Unity simulation environment. Progress Update I successfully imported the 3D model of the C-channel, which I designed in Fusion 360, into the Unity project. Additionally, I implemented a camera script that allows for viewing the model from different angles and includes a zoom function for closer inspection of the components. Next Steps Begin integrating rotation logic for the components. Set up the brick spawning mechanics. Thank you for reading!"}, {"post_id": 15645, "ts": "2026-06-25T13:17:08Z", "hours": 0.8986, "text": "Devlog #01 Project: LEGO Sorter App Overview Hello everyone, welcome to the first devlog for the LEGO Sorter App. I have officially started working on this project, which involves two main components: designing the physical sorter in Fusion 360 and developing the software application in Unity to manage the sorting process. Progress Update Today, I have nearly completed the physical model for the sorter in Fusion 360. Simultaneously, I have begun the foundational work in Unity by implementing the basic UI and buttons that allow for navigation between different scenes. Next Steps Continue refining the physical model in Fusion 360. Expand the Unity interface to include more detailed menus. Thank you for reading!"}]...
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Title: a lego sorter app by @legolucas | Stardance Title: a lego sorter app by @legolucas | Stardance
Devlogs:
Devlog #01 Project: LEGO Sorter App Overview Hello everyone, welcome to the first devlog for the LEGO Sorter App. I have officially started working on this project, which involves two main components: designing the physical sorter in Fusion 360 and developing the software application in Unity to manage the sorting process. Progress Update Today, I have nearly completed the physical model for the sorter in Fusion 360. Simultaneously, I have begun the foundational work in Unity by implementing the basic UI and buttons that allow for navigation between different scenes. Next Steps Continue refining the physical model in Fusion 360. Expand the Unity interface to include more detailed menus. Thank you for reading!
Devlog #02 Project: LEGO Sorter App Overview Today, I made progress on the Unity simulation environment. Progress Update I successfully imported the 3D model of the C-channel, which I designed in Fusion 360, into the Unity project. Additionally, I implemented a camera script that allows for viewing the model from different angles and includes a zoom function for closer inspection of the components. Next Steps Begin integrating rotation logic for the components. Set up the brick spawning mechanics. Thank you for reading!
Devlog #03 Project: LEGO Sorter App Overview The simulation is taking shape with the addition of physical interactions and movement. Progress Update I have implemented the script that allows the C-channel to rotate. I also set up the spawning logic for the LEGO bricks. A significant challenge was fine-tuning the mesh colliders and rigidbodies to ensure the bricks interact correctly. The bricks currently lack sufficient traction, so I will need to experiment with different mass settings and physical properties. Next Steps Test different physics configurations to optimize brick movement. Refine the interaction between the bricks and the carousel. Thank you for reading!
Devlog #04 Project: LEGO Sorter App Overview This update focuses on optimizing the carousel simulation and implementing a collision avoidance system. Progress Update After troubleshooting various joint configurations that did not perform as expected, I pivoted to using transform-based simulation for the carousel. I also implemented a safety system: if a brick is detected in the fall range of another C-channel, that specific channel will pause its movement to prevent jams. This ensures that bricks are handled one at a time. Next Steps Implement image capturing of the carousel using OpenCV. Integrate the Brickognize API to identify the LEGO bricks. Thank you for reading!
Devlog #05 Project: LEGO Sorter App Overview I have successfully integrated the Brickognize API into the Unity environment. Progress Update Getting the colliders and rotation to sync with brick falling was difficult, but it is now operational. I implemented a logic where the brick becomes a child of the carousel upon contact. Furthermore, I set up a system that captures images of both the top and bottom of the brick and sends them to the Brickognize API. Because I had trouble getting the implementation to work, I utilized AI to assist with the Python script used for API communication within Unity. Next Steps Tweak the physical interaction of the bricks to make the movement feel more realistic. Continue optimizing the detection workflow. Thank you for reading!
Devlog #06 Project: LEGO Sorter App Overview Improvements to the detection accuracy of the system. Progress Update The system is now performing reliably. By introducing a timer that allows the brick to fall for a slightly longer duration before scanning, the AI is consistently identifying the bricks correctly. Next Steps Finalize the simulation tab interface. Begin work on additional UI elements. Thank you for reading!
Devlog #07 Project: LEGO Sorter App Overview The simulation tab is now complete. Progress Update I have finalized the UI for the simulation tab, which now includes sliders to adjust the rotation speed and the drop timing. I have also implemented a calculation system that determines the throughput of the machine, measured in bricks per hour. Next Steps Transition to developing a new tab for the application. Thank you for reading!
Devlog #08 Project: LEGO Sorter App Overview Development of the cup grid system. Progress Update I created a grid representing the LEGO storage cups, with 500 spots on each side. I implemented a system where these spots function as buttons, including a zoom functionality for better accessibility. I faced an issue where only the first layer would move correctly during interaction, but I was eventually able to resolve this with some help from AI. Next Steps Continue refining the grid interactions. Begin integrating the sorting logic with the grid. Thank you for reading!
Devlog #09 Project: LEGO Sorter App Overview Managing the UI for the two sides of the sorting machine. Progress Update I have built the system for both sides of the machine, including a screen-switching mechanism. Implementing the screen transitions was time-consuming due to the grid layout, but it is now functioning as intended. My next focus is researching how to connect the BrickLink database to Unity so that specific bricks can be assigned to individual cups. Next Steps Integrate the BrickLink database into the project. Refine the assignment logic for bricks and cups. Thank you for reading!
Devlog #10 Project: LEGO Sorter App Overview Completion of the search and inventory system. Progress Update The search system is now complete, although I still need to polish minor details like text sizes and player preferences later. I downloaded a CSV file from BrickLink containing all existing LEGO bricks and built a search interface using toggles for specific categories like modified hinges. Users can input brick sizes to find specific parts, and the grid system updates accordingly. Next Steps Clean up the UI for the inventory tab. Begin the next phase of development. Thank you for reading!
Devlog #11 Project: LEGO Sorter App Overview Connecting the software to the hardware. Progress Update Today, I built the interface that runs directly on the sorting machine. It successfully communicates with the esp32 via Python scripts. This marks a major milestone in bridging the simulation with the physical device. Next Steps Develop the āPak een blokjeā (Pick a brick) feature. Finalize the inventory screen. Thank you for reading!
Devlog #12 Project: LEGO Sorter AppOverviewFinalizing the search system and completing the software development.Progress UpdateI fully finished the search and inventory system! It now supports detailed search filters and visual previews with images. With help from AI, I resolved a major issue where downloading images and syncing all storage bins was freezing the app due to long loading times. With an optimized asynchronous system in place, the entire software suite is complete. This marks the final devlog for the software phase.Next StepsShift focus entirely to the physical device and start building the hardware.Thank you for reading!
Ships:
i made the software/ui for my lego sorting machine i am proud that it works and that i now can begin on my hardware project and it looks really good i think i hope you also think that...
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1793310605.4652717
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1793397005.4652717
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25750
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WinBind by @Advay-CMD | Stardance
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Advay-CMD
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1
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40.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-31T18:47:40Z", "hours": 40.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Binds your personalisation to windows for you to bind to windows! Lets you customize windows, make it more candyeyeād and productive. No barriers, exactly how you want windows to be. It uses ONLY Win32 APIās in high performance low-level-coding. It lets you do various functions with Windows, in one simple .conf . It lets you add shortcuts, virtual desktop management, window managment, change various windows 11 settings that are not possible with the Settings or Control Panel.", "repo": "https://github.com/Advay-CMD/WinBind/", "demo": "https://github.com/Advay-CMD/WinBind/releases/tag/v1.0.0"}]...
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[{"post_id": 38350, "ts": "202 [{"post_id": 38350, "ts": "2026-07-31T18:09:15Z", "hours": 2.1461, "text": "Devlog #7 -> WinBind Final touches are done. Final video clip is done. Final files for release is done. Everything is done and dusted until sparkly clean. It took me time, but here we are. The project is finally ready for production. It already has been useful to me, I use it everyday, and I would like you to do so! WinBind now can be called - The Ultimate Productivity and Customizablity for Win11. I am verry excited, honest. It is my first project, ever on this hackclub! I would love to see people rate it like ~x20 multiplier⦠or so⦠Thanks, and try the project out at: https://github.com/Advay-CMD/WinBind/"}, {"post_id": 34165, "ts": "2026-07-24T17:58:06Z", "hours": 4.3417, "text": "Devlog #6 -> WinBind Honestly nothing has happened. Except few polishing, and making the base program called common features Common features can do a looot of things, including enabling animations and also changing the wallpaper and cursor. Fine, not for normal use honest. Only if you are doing LoadConf[]. And yes, background music! How can i forget it? The whole project currently only needs linking and polishing. Thats it. I think 40h, and i am done with this project.(more gif and img)"}, {"post_id": 30558, "ts": "2026-07-18T07:17:11Z", "hours": 8.7881, "text": "Devlog #5 - WinBind I am VERY dilapidated and crumbesome. I hate WINDOWS!! Why does it NOT provide mere basic APIās!! Oh, change global accent? Go to stack overflow, keep viewing for hours not counted as stardust and find NOTHING . Anyway, I have introduced MANY features, mostly rectified the once that where NOT working Now I can also do Startup = [ \"app.exe\" ] Basically add apps like this⦠and run them when app starts. Thatās it. But parsing the thing with a parser(I had to make it) took me time š . It took me more time when I was making keybinds, but Okay. But I had a lot of trouble with this: LoadConf[] Took all my hardcoding to NULL, I had to rewrite a LOT of elements, create some kind of centralisation. OK. Anyway, It WASNāT easy, as you can see I got a Warning to Devlog NOW. Fine, you can see my time ~8h. MAX is 10h. Whatevers. Site is updated. Please check if you want to :) https://advay-cmd.github.io/WinBind [Still in construction, documentation.html is made.] Bi! Meet you soon with a working project(which will take ~thriple of the time done⦠lets see.)!, DONāT forget to follow me."}, {"post_id": 26772, "ts": "2026-07-11T19:21:03Z", "hours": 4.3978, "text": "Devlog 4 - WinBind Oh my god. I am actually getting bewildered by windows. What a weird OS. Windows is SO bad, it doesnāt expose half the things I need, and very soon I am going to be needing injection pocking up on apps(YES, the same one malwares use! But I am helpless) I am also going to use āāāuxtheme.dllāāā and others, going to hook, inject custom alg. Might work. Or I might not do at all. Cause Windows is getting on my nerves. The lowlevel coding burns you! Honestly But right now I feel like š Windows!!!!! WHY CANāT YOU EXPOSE EVERYTHING? Anyway, if I have to draw custom borders, I have 2 plans: Use LayeredWindows(Which CANāT be used if transparency is on) Inject(Donāt scream Malware at me) Its been a tough time, I really do hope to get x24 multiplier, honestly. Sometimes people should take in account of PAIN and time lost in reading millions of microsoft documentation which is not counted the the time logged š . I just want to know: Am I cooking š§āš³ or I am cooked (Also fellas, YES, GITHUB CODE IS NOW UPDATED! GO CHECK, AND COMPILE!) Site is Published, YET not complete: https://advay-cmd.github.io/WinBind/ You can tell me improvements for the website too. For DOCS, go to github, go to WinBind/Docs/md, not all of the mdās are there so you gotta wait. Anyway thatās it. I am really tired so i might not be able to write it like you want me to. (Ninja special: StealFocus is AVAILIBLE! Watch video to see) Anyway, thanks for reviewing. I would like to know yet, am I cooking or getting cooked ."}, {"post_id": 24806, "ts": "2026-07-08T16:39:41Z", "hours": 5.2583, "text": "Devlog #3 -> WinBind HONESTLY At this point, my BRAIN is FRIED! IT IS BOILING! MAN! HOW HARD IT IS TO MAKE A PROJECT? IT IS TOUGH! DOESNāT ANYONE HAVE EXAMS? Honestly, I JUST WANT TO QUIT MY LIFE š Ok, you are not here for my emotional scene. Your here for my devlog. Honestly, I have forgot my name, how much I am working on the computer, probably forgot life; this work is exausting and tiering⦠I thought I loved coding. Slowly the PAIN is catching up, with me realising WHY adults hate coding. Ok, enough of my distribution on PAIN, lets go to WHAT I DID. I achived to colour(color) to blue, that can be customized. The mod is yet not merged to the official one. This wonāt work for Win10, as I use official DwmSetWindowAttribute() function that works ONLY AND ONLY on Windows 11. I HAVE AT LEAST 10 PAGES OF WIN32 DOC OPEN IN MY BROWSER!! š The documentation says it simply: HRESULT DwmSetWindowAttribute( [in] HWND hwnd, [in] DWORD dwAttribute, [in] LPCVOID pvAttribute, [in] DWORD cbAttribute ); Simple enough right? Guess what? WRONG! Error Handling Memory management Conf reader Documentation Faliure Breakpoints and so on. It is still kindda unstable - it crashes when a privlaged window is open, also, it DOESNāT loop, till now. Follow pls, enjoy the beauty(or whatever you want to call. You can say unstable) of my app, till ALL of itās source code is RELEASED at ONCE. (Meaning, its still not updated. š )(Someone should give stardust for mental un-sanity)"}, {"post_id": 22310, "ts": "2026-07-04T18:24:15Z", "hours": 7.1344, "text": "Devlog #2 -> WinBind I had been focusing too much on c++⦠I needed rest and I had to remind myself, no software was complete without Documentation. I started creating the website. Though I have created the site on my own(a little elements copied from previous website), it is still in development. Translucentcy has now been divided into .h and .cpp(YET to merge), but good news is that MANY found bugs( ahem , they crashed my PC with BSOD) are ELIMINATED. It works like a charm now. Honestly, for me these two are very important. I work with WinBind everyday, and now I have too becomed customed to it. It is really good application, seriously helpful for me to. Git code has NOT been updated. Donāt bother checking the old code and compling. I will post the newest one sometime elseā¦. This has been the MOST draining week ever. My dream is to get 1,688-1,815 stardust⦠and so far, this is soo hard a target! Anyway⦠I will try my best. Follow for making my torture worth it(I am working at midnight and then sleeping because of this!)."}, {"post_id": 19243, "ts": "2026-06-30T14:38:15Z", "hours": 8.175, "text": "Hello there! Welcome to the world of WinBind I have created an app called WinBind . WinBind: Windows binds to your Personalisation Right now I have made the KeyBinder: KeyBinder allows you almost ULTIMATE customizability over what shortcut does, how does it behave and everything else. Right now only 2 features - Move_Switch and Move are implemented. More features will bring - Other shortcuts to do same task (CTRL+ SHIFT + V doing CTRL + V), and execute various commands and apps, by just a shortcut. Also I may add the keyboard remapping function, but its a doubt, windows already has in settings. Anyway, with time, I would implement, window decorations, custom animations and more! I coded this in C++, as I wanted the app to be extremely responsive, and do a delay time for processing to 0.04ms(untested, just an estimate). I also thought, low-level language will be the best at doing this delecate things⦠and a UI at this early stage is not required. It is really optimized and uses only a whopping MAX of 1.8MB of the memory(RAM)(tested)(Lowest: 0.2MB), running silently while you do your work effortlessly (I spent a LOT of time fixing my little[huge] mistake of overoptimizing). It is hard for me to make overall this project, like the bolders I have faced and got angry at⦠It took me time to first design the struct of conf, inspired by Hyprland and .lua scripts⦠It took me a lot of time on pen and paper, before I present this .conf to you. It might look simple, but as things add, if not carefully planned, things will fall from a slide dangerously steep. My second headache was coding the whole thing. I was getting so hallucinated by pointer and win32 apiās, I had no choice but to give this task to AI(though I HAD TO DO AFTER IT GENERATED BOILERPLATE). It was scary to imagine if i would make a mistake and then my computer will crash, probably blaring SegFault. My third headache was the .exe. It was getting blocked by defender, ācause it thought my code is a trojan horse malware. After hurdling that, I got WDAC blocking my app. The only workaround was to change filenames,,, Later, I will see signing the .exe. These three were nightmares, and belive me, 3h were easily spent on this with the additional 3h to make the program. Pheww⦠But I fear that there is harder things to come in my way. I would be very happy if I achieve window decorations/skins. (Stardock, OpenSource WinBind is gonna compete with you, and if I succeed, you WILL lose. OpenSource > Paid Products that StarDock makes). 2: I have also coded the translucentcy function, but that is still in progress to merge with the actual project. Stay Tuned! [Uses 0.1-NIL memory] Technical Stack: CPP code(obviously) Batch Files Till now, I am trying to make this app with no admin privlages required, and will try to keep up(Its not a pleasant sight to the developer when creating a app that doesnāt have admin permissions. I had to write ALL undocumented GUIDS and try them one by one on each computer⦠Maybe sooner or later I would need admin privlages). Thank you for giving your time to this app, and will see you soon again(Also, watch the video š)!"}]...
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Title: WinBind by @Advay-CMD | Stardance
Devlogs: Title: WinBind by @Advay-CMD | Stardance
Devlogs:
Hello there! Welcome to the world of WinBind I have created an app called WinBind . WinBind: Windows binds to your Personalisation Right now I have made the KeyBinder: KeyBinder allows you almost ULTIMATE customizability over what shortcut does, how does it behave and everything else. Right now only 2 features - Move_Switch and Move are implemented. More features will bring - Other shortcuts to do same task (CTRL+ SHIFT + V doing CTRL + V), and execute various commands and apps, by just a shortcut. Also I may add the keyboard remapping function, but its a doubt, windows already has in settings. Anyway, with time, I would implement, window decorations, custom animations and more! I coded this in C++, as I wanted the app to be extremely responsive, and do a delay time for processing to 0.04ms(untested, just an estimate). I also thought, low-level language will be the best at doing this delecate things⦠and a UI at this early stage is not required. It is really optimized and uses only a whopping MAX of 1.8MB of the memory(RAM)(tested)(Lowest: 0.2MB), running silently while you do your work effortlessly (I spent a LOT of time fixing my little[huge] mistake of overoptimizing). It is hard for me to make overall this project, like the bolders I have faced and got angry at⦠It took me time to first design the struct of conf, inspired by Hyprland and .lua scripts⦠It took me a lot of time on pen and paper, before I present this .conf to you. It might look simple, but as things add, if not carefully planned, things will fall from a slide dangerously steep. My second headache was coding the whole thing. I was getting so hallucinated by pointer and win32 apiās, I had no choice but to give this task to AI(though I HAD TO DO AFTER IT GENERATED BOILERPLATE). It was scary to imagine if i would make a mistake and then my computer will crash, probably blaring SegFault. My third headache was the .exe. It was getting blocked by defender, ācause it thought my code is a trojan horse malware. After hurdling that, I got WDAC blocking my app. The only workaround was to change filenames,,, Later, I will see signing the .exe. These three were nightmares, and belive me, 3h were easily spent on this with the additional 3h to make the program. Pheww⦠But I fear that there is harder things to come in my way. I would be very happy if I achieve window decorations/skins. (Stardock, OpenSource WinBind is gonna compete with you, and if I succeed, you WILL lose. OpenSource > Paid Products that StarDock makes). 2: I have also coded the translucentcy function, but that is still in progress to merge with the actual project. Stay Tuned! [Uses 0.1-NIL memory] Technical Stack: CPP code(obviously) Batch Files Till now, I am trying to make this app with no admin privlages required, and will try to keep up(Its not a pleasant sight to the developer when creating a app that doesnāt have admin permissions. I had to write ALL undocumented GUIDS and try them one by one on each computer⦠Maybe sooner or later I would need admin privlages). Thank you for giving your time to this app, and will see you soon again(Also, watch the video š)!
Devlog #2 -> WinBind I had been focusing too much on c++⦠I needed rest and I had to remind myself, no software was complete without Documentation. I started creating the website. Though I have created the site on my own(a little elements copied from previous website), it is still in development. Translucentcy has now been divided into .h and .cpp(YET to merge), but good news is that MANY found bugs( ahem , they crashed my PC with BSOD) are ELIMINATED. It works like a charm now. Honestly, for me these two are very important. I work with WinBind everyday, and now I have too becomed customed to it. It is really good application, seriously helpful for me to. Git code has NOT been updated. Donāt bother checking the old code and compling. I will post the newest one sometime elseā¦. This has been the MOST draining week ever. My dream is to get 1,688-1,815 stardust⦠and so far, this is soo hard a target! Anyway⦠I will try my best. Follow for making my torture worth it(I am working at midnight and then sleeping because of this!).
Devlog #3 -> WinBind HONESTLY At this point, my BRAIN is FRIED! IT IS BOILING! MAN! HOW HARD IT IS TO MAKE A PROJECT? IT IS TOUGH! DOESNāT ANYONE HAVE EXAMS? Honestly, I JUST WANT TO QUIT MY LIFE š Ok, you are not here for my emotional scene. Your here for my devlog. Honestly, I have forgot my name, how much I am working on the computer, probably forgot life; this work is exausting and tiering⦠I thought I loved coding. Slowly the PAIN is catching up, with me realising WHY adults hate coding. Ok, enough of my distribution on PAIN, lets go to WHAT I DID. I achived to colour(color) to blue, that can be customized. The mod is yet not merged to the official one. This wonāt work for Win10, as I use official DwmSetWindowAttribute() function that works ONLY AND ONLY on Windows 11. I HAVE AT LEAST 10 PAGES OF WIN32 DOC OPEN IN MY BROWSER!! š The documentation says it simply: HRESULT DwmSetWindowAttribute( [in] HWND hwnd, [in] DWORD dwAttribute, [in] LPCVOID pvAttribute, [in] DWORD cbAttribute ); Simple enough right? Guess what? WRONG! Error Handling Memory management Conf reader Documentation Faliure Breakpoints and so on. It is still kindda unstable - it crashes when a privlaged window is open, also, it DOESNāT loop, till now. Follow pls, enjoy the beauty(or whatever you want to call. You can say unstable) of my app, till ALL of itās source code is RELEASED at ONCE. (Meaning, its still not updated. š )(Someone should give stardust for mental un-sanity)
Devlog 4 - WinBind Oh my god. I am actually getting bewildered by windows. What a weird OS. Windows is SO bad, it doesnāt expose half the things I need, and very soon I am going to be needing injection pocking up on apps(YES, the same one malwares use! But I am helpless) I am also going to use āāāuxtheme.dllāāā and others, going to hook, inject custom alg. Might work. Or I might not do at all. Cause Windows is getting on my nerves. The lowlevel coding burns you! Honestly But right now I feel like š Windows!!!!! WHY CANāT YOU EXPOSE EVERYTHING? Anyway, if I have to draw custom borders, I have 2 plans: Use LayeredWindows(Which CANāT be used if transparency is on) Inject(Donāt scream Malware at me) Its been a tough time, I really do hope to get x24 multiplier, honestly. Sometimes people should take in account of PAIN and time lost in reading millions of microsoft documentation which is not counted the the time logged š . I just want to know: Am I cooking š§āš³ or I am cooked (Also fellas, YES, GITHUB CODE IS NOW UPDATED! GO CHECK, AND COMPILE!) Site is Published, YET not complete: https://advay-cmd.github.io/WinBind/ You can tell me improvements for the website too. For DOCS, go to github, go to WinBind/Docs/md, not all of the mdās are there so you gotta wait. Anyway thatās it. I am really tired so i might not be able to write it like you want me to. (Ninja special: StealFocus is AVAILIBLE! Watch video to see) Anyway, thanks for reviewing. I would like to know yet, am I cooking or getting cooked .
Devlog #5 - WinBind I am VERY dilapidated and crumbesome. I hate WINDOWS!! Why does it NOT provide mere basic APIās!! Oh, change global accent? Go to stack overflow, keep viewing for hours not counted as stardust and find NOTHING . Anyway, I have introduced MANY features, mostly rectified the once that where NOT working Now I can also do Startup = [ "app.exe" ] Basically add apps like this⦠and run them when app starts. Thatās it. But parsing the thing with a parser(I had to make it) took me time š . It took me more time when I was making keybinds, but Okay. But I had a lot of trouble with this: LoadConf[] Took all my hardcoding to NULL, I had to rewrite a LOT of elements, create some kind of centralisation. OK. Anyway, It WASNāT easy, as you can see I got a Warning to Devlog NOW. Fine, you can see my time ~8h. MAX is 10h. Whatevers. Site is updated. Please check if you want to :) https://advay-cmd.github.io/WinBind [Still in construction, documentation.html is made.] Bi! Meet you soon with a working project(which will take ~thriple of the time done⦠lets see.)!, DONāT forget to follow me.
Devlog #6 -> WinBind Honestly nothing has happened. Except few polishing, and making the base program called common features Common features can do a looot of things, including enabling animations and also changing the wallpaper and cursor. Fine, not for normal use honest. Only if you are doing LoadConf[]. And yes, background music! How can i forget it? The whole project currently only needs linking and polishing. Thats it. I think 40h, and i am done with this project.(more gif and img)
Devlog #7 -> WinBind Final touches are done. Final video clip is done. Final files for release is done. Everything is done and dusted until sparkly clean. It took me time, but here we are. The project is finally ready for production. It already has been useful to me, I use it everyday, and I would like you to do so! WinBind now can be called - The Ultimate Productivity and Customizablity for Win11. I am verry excited, honest. It is my first project, ever on this hackclub! I would love to see people rate it like ~x20 multiplier⦠or so⦠Thanks, and try the project out at: https://github.com/Advay-CMD/WinBind/
Ships:
Binds your personalisation to windows for you to bind to windows! Lets you customize windows, make it more candyeyeād and productive. No barriers, exactly how you want windows to be. It uses ONLY Win32 APIās in high performance low-level-coding. It lets you do various functions with Windows, in one simple .conf . It lets you add shortcuts, virtual desktop management, window managment, change various windows 11 settings that are not possible with the Settings or Control Panel....
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1793252951.6175852
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1793339351.6175852
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25754
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Creator Launchpad by @NexBlade-Studios | Stardance
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NexBlade-Studios
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1
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10.0
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126
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T22:42:25Z", "hours": 10.0, "multiplier": 10.96, "payout": 126, "blessing": "neutral", "text": "This is Creator Launchpad, the platform that streamlines content creation, from video ideas to content creation. I created this app because content creation has grown so much in the past few years, and it can sometimes feel like it is too competitive. I though it would be cool to create a way to speed up parts of the process that arenāt necessarily the most fun, for example thumbnail creation. By picking a category, either generating an idea or writing your own, Creator Launchpad utilises Gemini API to create a customized thumbnail, save it to your personal gallery and then share it. I have already found myself just using the app to see how different thumbnail prompts would turn out, and it is quite cool to see ideas being turned into usable concepts.", "repo": "https://github.com/NexBlade-Studios/Creator-Launchpad", "demo": "https://github.com/NexBlade-Studios/Creator-Launchpad/releases/tag/v1.0.0"}]...
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[{"post_id": 70261, "ts": "202 [{"post_id": 70261, "ts": "2026-09-18T20:29:56Z", "hours": 1.305, "text": "This is now the final stretch of the project before I ship!!! I have finished the gallery section of the app, and it enables users to save their generated thumbnails, manage and delete them. This means that if thereās a thumbnail that you want to keep, you can save it to your gallery instead of needing to share or export it. Also, the prompt used to generate the thumbnail is listed at the bottom so that you could use the prompt to generate the thumbnail again."}, {"post_id": 68290, "ts": "2026-09-14T21:15:35Z", "hours": 0.7803, "text": "I wanted to put a quick number of updates before shipping the project because it isnāt in a state that I am satisfied with yet. I have added dark mode support because I know that without it the app is very bright (it is practically a flashlight). I am now working on implementing a gallery system where thumbnails you have generated can be saved to the thumbnail gallery with the prompt attached. Currently you would have to share the thumbnail and then save it to your phone, so this makes it more convenient. I also added some more categories, hopefully this covers all the key areas of content creation now."}, {"post_id": 27583, "ts": "2026-07-13T09:17:01Z", "hours": 4.2972, "text": "#TESTERS NEEDED The project is now complete! Creators can now use Creator Launchpad for their content creation, being able to generate video ideas and thumbnails, all straight from the app. I want to put the project on Google Play, so I require at least 12 game testers before publishing. If you want to help with my project, please email me at [email protected]"}, {"post_id": 15844, "ts": "2026-06-25T19:18:43Z", "hours": 1.5361, "text": "I have now implemented Gemini using Supabase to my project, enabling a user to generate video ideas. I was originally using Firebase but turns out the Spark tier didnāt let me run functions direct from the command line. Anyway, now I aim to use Stable Diffusion or some other image generator to generate the thumbnails."}, {"post_id": 15615, "ts": "2026-06-25T12:17:04Z", "hours": 1.6783, "text": "I have decided to make an app for content creators, where you can input your next video idea (or even ask AI) and then get a fully generated thumbnail ready to use. Currently I have worked on the simple UI screens, with text input and category selection. There isnāt really anything interesting to show for the app so far. The next step is to integrate the AI. This project should be fully complete by the end of the day, and I will be releasing it on Google Play."}]...
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Title: Creator Launchpad by @NexBlade-Studios | St Title: Creator Launchpad by @NexBlade-Studios | Stardance
Devlogs:
I have decided to make an app for content creators, where you can input your next video idea (or even ask AI) and then get a fully generated thumbnail ready to use. Currently I have worked on the simple UI screens, with text input and category selection. There isnāt really anything interesting to show for the app so far. The next step is to integrate the AI. This project should be fully complete by the end of the day, and I will be releasing it on Google Play.
I have now implemented Gemini using Supabase to my project, enabling a user to generate video ideas. I was originally using Firebase but turns out the Spark tier didnāt let me run functions direct from the command line. Anyway, now I aim to use Stable Diffusion or some other image generator to generate the thumbnails.
#TESTERS NEEDED The project is now complete! Creators can now use Creator Launchpad for their content creation, being able to generate video ideas and thumbnails, all straight from the app. I want to put the project on Google Play, so I require at least 12 game testers before publishing. If you want to help with my project, please email me at [email protected]
I wanted to put a quick number of updates before shipping the project because it isnāt in a state that I am satisfied with yet. I have added dark mode support because I know that without it the app is very bright (it is practically a flashlight). I am now working on implementing a gallery system where thumbnails you have generated can be saved to the thumbnail gallery with the prompt attached. Currently you would have to share the thumbnail and then save it to your phone, so this makes it more convenient. I also added some more categories, hopefully this covers all the key areas of content creation now.
This is now the final stretch of the project before I ship!!! I have finished the gallery section of the app, and it enables users to save their generated thumbnails, manage and delete them. This means that if thereās a thumbnail that you want to keep, you can save it to your gallery instead of needing to share or export it. Also, the prompt used to generate the thumbnail is listed at the bottom so that you could use the prompt to generate the thumbnail again.
Ships:
This is Creator Launchpad, the platform that streamlines content creation, from video ideas to content creation. I created this app because content creation has grown so much in the past few years, and it can sometimes feel like it is too competitive. I though it would be cool to create a way to speed up parts of the process that arenāt necessarily the most fun, for example thumbnail creation. By picking a category, either generating an idea or writing your own, Creator Launchpad utilises Gemini API to create a customized thumbnail, save it to your personal gallery and then share it. I have already found myself just using the app to see how different thumbnail prompts would turn out, and it is quite cool to see ideas being turned into usable concepts....
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1793152225.4859197
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1793238625.4859197
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25758
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My very own mini Window by @khunaysAmeer | Stardan My very own mini Window by @khunaysAmeer | Stardance...
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khunaysAmeer
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T11:08:52Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i mademy own mini os that has a game a task manager and a notepad it has a desktop tell s u time date battery wifi connection volume it works well", "repo": "https://github.com/MuhammadkhunaysAmeer/mini-os", "demo": "https://muhammadkhunaysameer.github.io/mini-os/"}]...
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[{"post_id": 19109, "ts": "202 [{"post_id": 19109, "ts": "2026-06-30T10:47:01Z", "hours": 0.3814, "text": "guys am stuckwith shipping my ptoject i provided all the info but i aint getting the option help needed plz"}, {"post_id": 19095, "ts": "2026-06-30T09:55:49Z", "hours": 0.3939, "text": "my own pong game this will be a fun part of my mini os and it turned to work out pretty well it took like half a hour researched a bit went through some blogs etc etc and came out with this"}, {"post_id": 17517, "ts": "2026-06-28T10:22:04Z", "hours": 0.5322, "text": "done with the task bar and notepad not gonna lie this took somescouting some use of claude with the libs and other stuff ran through some tutorials for QTwidgets and now i will work ona pong game and taskmanager hopefully i cant put this tn end but ngl i need a break"}, {"post_id": 15643, "ts": "2026-06-25T13:12:39Z", "hours": 0.2908, "text": "taskbar of my own web os starting with my webos as every os need a taskbar so i am starting with it this is not a web os this will actually open a window in ur windows no matter 10 or 11"}]...
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Title: My very own mini Window by @khunaysAmeer | Title: My very own mini Window by @khunaysAmeer | Stardance
Devlogs:
taskbar of my own web os starting with my webos as every os need a taskbar so i am starting with it this is not a web os this will actually open a window in ur windows no matter 10 or 11
done with the task bar and notepad not gonna lie this took somescouting some use of claude with the libs and other stuff ran through some tutorials for QTwidgets and now i will work ona pong game and taskmanager hopefully i cant put this tn end but ngl i need a break
my own pong game this will be a fun part of my mini os and it turned to work out pretty well it took like half a hour researched a bit went through some blogs etc etc and came out with this
guys am stuckwith shipping my ptoject i provided all the info but i aint getting the option help needed plz
Ships:
i mademy own mini os that has a game a task manager and a notepad it has a desktop tell s u time date battery wifi connection volume it works well...
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1793264107.9360101
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1793350507.9360101
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25769
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CrashOS by @Ris2043 | Stardance
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Ris2043
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1
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7.0
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132
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-01T13:33:58Z", "hours": 7.0, "multiplier": 18.8, "payout": 132, "blessing": "neutral", "text": "The Lore It is 1999. A rogue, self-replicating artificial intelligence has broken out of its sandbox containment and targeted your machine. Instead of simply deleting files, it actively feeds on your system memory by generating digital hallucinations, fake error boxes, misleading progress bars, and locked prompts designed to trick you into triggering a fatal crash. As the operator, your goal is to manage these disruptions while the core antivirus compiles a master kill code. The AI has also corrupted the Recycle Bin, turning it into a localized gravity well called The Void that drags in essential SYS.DLL files to force a rapid RAM spike. You have 5 minutes to maintain system stability. Trust nothing on the screen. Everything else is mentioned in the devlogs, the tutorial page in the game, and in the README files", "repo": "https://github.com/Rishi-Rahul/CrashOS", "demo": "https://crash-os.vercel.app/"}]...
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[{"post_id": 19978, "ts": "202 [{"post_id": 19978, "ts": "2026-07-01T13:29:58Z", "hours": 0.0, "text": "#Devlog 4 (last devlog before ship) I made it easier for the user so that it does not overwhelm them (but donāt take this lightly; itās still very hard). Peak at what the game looks like! (I added the background from Windows 98 so it would fit the themeš )."}, {"post_id": 19291, "ts": "2026-06-30T15:43:50Z", "hours": 1.0, "text": "Devlog #3 (Hopefully last devlog before ship) The errors in the progress bar and RAM; they are now both fixed. VERCEL kept ghosting me, so I had to force-push the fixes, which are shown in the production link. Yayyyyyyyy!!!!!!!!! Now all thatās left is to add a README file."}, {"post_id": 17565, "ts": "2026-06-28T12:17:53Z", "hours": 3.0, "text": "Devlog #2 The core survival mechanics are officially up and running! Iāve spent this update squashing the main game-breaking bugs to get the gameplay loop working. The Antivirus timer is finally ticking, the drag-and-drop Void physics are no longer throwing console errors, and the audio engine is properly hooked up without crashing. Right now, the core loop is fully functional, but the immediate next step is to fix minor errors like this."}, {"post_id": 16145, "ts": "2026-06-26T07:34:39Z", "hours": 1.0, "text": "Devlog #1: The core tutorial screen is officially up and running! Iāve finished the main flow to get new users up to speed. Right now, itās fully functional, but the immediate next step is giving it a massive visual upgrade. And finish the usability of it."}]...
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Title: CrashOS by @Ris2043 | Stardance
Devlogs:
D Title: CrashOS by @Ris2043 | Stardance
Devlogs:
Devlog #1: The core tutorial screen is officially up and running! Iāve finished the main flow to get new users up to speed. Right now, itās fully functional, but the immediate next step is giving it a massive visual upgrade. And finish the usability of it.
Devlog #2 The core survival mechanics are officially up and running! Iāve spent this update squashing the main game-breaking bugs to get the gameplay loop working. The Antivirus timer is finally ticking, the drag-and-drop Void physics are no longer throwing console errors, and the audio engine is properly hooked up without crashing. Right now, the core loop is fully functional, but the immediate next step is to fix minor errors like this.
Devlog #3 (Hopefully last devlog before ship) The errors in the progress bar and RAM; they are now both fixed. VERCEL kept ghosting me, so I had to force-push the fixes, which are shown in the production link. Yayyyyyyyy!!!!!!!!! Now all thatās left is to add a README file.
#Devlog 4 (last devlog before ship) I made it easier for the user so that it does not overwhelm them (but donāt take this lightly; itās still very hard). Peak at what the game looks like! (I added the background from Windows 98 so it would fit the themeš ).
Ships:
The Lore It is 1999. A rogue, self-replicating artificial intelligence has broken out of its sandbox containment and targeted your machine. Instead of simply deleting files, it actively feeds on your system memory by generating digital hallucinations, fake error boxes, misleading progress bars, and locked prompts designed to trick you into triggering a fatal crash. As the operator, your goal is to manage these disruptions while the core antivirus compiles a master kill code. The AI has also corrupted the Recycle Bin, turning it into a localized gravity well called The Void that drags in essential SYS.DLL files to force a rapid RAM spike. You have 5 minutes to maintain system stability. Trust nothing on the screen. Everything else is mentioned in the devlogs, the tutorial page in the game, and in the README files...
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1792878818.6992197
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1793742818.6992197
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25778
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PolarisPad by @Partholimew | Stardance
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Partholimew
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1
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7.0
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34
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T15:24:48Z", "hours": 7.0, "multiplier": 5.0, "payout": 34, "blessing": "neutral", "text": "Hello everyone! Meet PolarisPad, a macropad designed to be used for flight controls in space games. It currently supports Star Citizen with itās keymap, but could easily be used for a different game as well. This was both my Hackpad entry, as well as my first ever hardware project that Iāve finished. Itās been a journey and definitely has not gone entirely according to plan throughout the process. (Mine has some messy internal wiring to fix an error, but the design has been updated to correct this) This project has been a great way to get into hardware design and now I have many more ideas for things to make! Make sure you check out my demo video in which I use it for some basic ship functions in-game.", "repo": "https://github.com/PendulumPower/PolarisPad", "demo": ""}]...
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[{"post_id": 58968, "ts": "202 [{"post_id": 58968, "ts": "2026-08-31T15:18:42Z", "hours": 3.0003, "text": "Itās about time to ship! I finished the firmware, assembled it the rest of the way, and updated my GitHub page, as well as make a short demo video of using it in-game."}, {"post_id": 54008, "ts": "2026-08-24T19:07:00Z", "hours": 1.7339, "text": "Almost done fixing firmware. I got the keys working as well as rgb cycling. Once I get the OLED display working, Iāll just have to make some case adjustments and it will be ready to ship!"}, {"post_id": 53096, "ts": "2026-08-23T15:06:57Z", "hours": 1.85, "text": "Now that I have the PCB, I soldered everything together. I apparently managed to flip the displayās connector in my PCB design, so mine has some wires instead of the headers, but Iām going to update the design to fix that. next up is testing the basic firmware and then making it better."}, {"post_id": 46268, "ts": "2026-08-13T11:58:00Z", "hours": 0.25, "text": "I received my parts, verified my case files, and am now printing the V1 case. Now Iām just waiting on my PCB and soldering stuff to arrive. Itās all coming together now. I will also be modifying firmware at that point to properly animate the screen."}, {"post_id": 24403, "ts": "2026-07-07T22:45:42Z", "hours": 1.1, "text": "PolarisPad has SHIPPED!!! What is it? Well, PolarisPad is a Macropad designed for space combat in games such as Star Citizen and No Manās Sky. It includes 8 keys with RGB underglow, a rotary encoder, and a small OLED display. Once it is approved and I receive the parts, I will begin the assembly and do some firmware updates. It is possible that I will decide to modify the firmware or case before then, but if not, Iāll be taking a short break from working on projects until it arrives."}, {"post_id": 24322, "ts": "2026-07-07T20:36:09Z", "hours": 2.1669, "text": "It took way longer than it should have, but I finally figured out how to make QMK firmware for PolarisPad! This is just the basic version, which only includes the actual keys, not the rotary encoder, RGB underglow, or OLED. However, Iām choosing to wait to program those until I have the components on hand since trying to program something to create a visual effect without being able to see that effect doesnāt go too well. All I have left is to package everything for the GitHub page and ship it! Then Iāll be able to receive all the components to assemble the physical thing and finalize the firmware."}, {"post_id": 23823, "ts": "2026-07-06T23:58:34Z", "hours": 1.0031, "text": "I did a bit more to the project for today. I think that Iām now done with the physical design for PolarisPad now; at least for the initial version. I added the knob to the assembly, as well as the project name and designer credit (Me. Itās on the bottom). I then added some things to the silkscreen layer of the PCB, including a joke relating to the OLED, the name of the device, a QR code linking to the GitHub repo, credit to myself, and a fun little phrase."}, {"post_id": 23607, "ts": "2026-07-06T17:42:45Z", "hours": 1.5003, "text": "Had a small panic attack about halfway through this one. For a moment I thought the rotary encoder actually needed an analog signal rather than a digital one, similar to a potentiometer, and I though I was going to have to reroute a large portion of my PCB. Fortunately, I was wrong, and it only needs digital. Anyways, I added some of the components to the CAD assembly, and adjusted my case design in a few spots where components didnāt quite line up right. I also colored it a bit. (Better styling in the future including more rounded corners). Decided on making the official name to PolarisPad. (Named after the star, not the SC ship :)"}, {"post_id": 23513, "ts": "2026-07-06T15:11:57Z", "hours": 1.6264, "text": "Ok, this was a complicated one. I was working on the top part of the case for the PCB, and since I had a large variety of components arranged in a different way, I had to do it all manually, while still maintaining accuracy (I hope). You can see how that went in the screenshots below. Anyway, I may have made a mistake in the PCB. It seems the way I arranged it did not leave enough space for the OLED to fully fit onto the board. So I also had to go back and adjust it, but I think it will fit now. Next I will have to add a spot for the USB port to connect it to the userās device. I am also considering rounding the case corners. I want a cleaner-looking design. Then Iāll just have to do the software! (Donāt mind the spikes sticking through near the display, they wonāt be there in the final product)"}, {"post_id": 22886, "ts": "2026-07-05T14:55:30Z", "hours": 0.4669, "text": "I began working on the case design for the actual Macropad, rather than just the basic one. The bottom of the case is done. I have also started organizing my files so that setting up a GitHub repo will be easier later on. Once I finish the rest of the case, I can begin the final necessary step, which is making the software it will run on. I also could do some design on the silkscreen layer of the PCB, which I may do, but we shall see. Hereās a little sneak-peak of the case so far."}, {"post_id": 21490, "ts": "2026-07-03T13:56:04Z", "hours": 1.3294, "text": "I did it! I designed the PCB for the pad, I will hopefully be finding a better name for this project soon, but hereās what I accomplished. I added two more RGB LEDs for better backlighting on the keys. I then imported all the footprints, came up with a general layout, and connected everything. Because of how I was doing my connections, I ended up with a āmain railā, where I had rails on both sides of the board, making it nearly impossible to cross. So I ended up having some fun routing around the main area and using some vias to go under/over other rails. Hereās how it turned out. Also, I changed the project image for now. (Pictures of front, back, and design)"}, {"post_id": 21142, "ts": "2026-07-02T22:59:08Z", "hours": 0.3003, "text": "I added diodes to each switch in the matrix. This will prevent ghosting when pressing multiple keys at a time. Also reorganized things and linked the schematic components to footprints in preparation for laying out the PCB design. Hopefully I used the right footprints, but I guess Iāll find out soon."}, {"post_id": 20801, "ts": "2026-07-02T14:35:52Z", "hours": 0.6003, "text": "I redid the schematic to include more of the features I wanted. It is much more complex now, including 8 switches (previously 3) in a matrix encoder. I also added 2 LEDs, a rotary encoder, and an OLED screen. Next Iāll have to make a PCB for it. (And confirm it works). Hopefully all goes well."}, {"post_id": 19167, "ts": "2026-06-30T12:47:36Z", "hours": 0.5836, "text": "I came back after watching a video on how to use Autodesk Fusion, and this time I was able to actually finish the tutorial version of the case. Next I will have to learn how the software part works, and then we can go ahead and start making this project much more complicated then a 3-button pad."}, {"post_id": 18572, "ts": "2026-06-29T19:23:03Z", "hours": 1.0169, "text": "I tried to make a basic case, but it didnāt go to well. Iāve never used fusion before. I got the main base done eventually, but the section that holds the keycaps was not wanting to work correctly. Currently, Iām just trying to get through the general tutorial so that I understand what Iām doing better before customizing the board further. Iām going to do a bit of research on how fusion works before continuing and hopefully get some stuff done on it. I have some fun plans for the final result."}, {"post_id": 18305, "ts": "2026-06-29T12:39:28Z", "hours": 0.2747, "text": "Finished the tutorial for designing the PCB of the Macropad. This is not the final pcb, just the tutorial version. I will likely update it to be better suited to itās intended purpose."}]...
|
Title: PolarisPad by @Partholimew | Stardance
Dev Title: PolarisPad by @Partholimew | Stardance
Devlogs:
Finished the tutorial for designing the PCB of the Macropad. This is not the final pcb, just the tutorial version. I will likely update it to be better suited to itās intended purpose.
I tried to make a basic case, but it didnāt go to well. Iāve never used fusion before. I got the main base done eventually, but the section that holds the keycaps was not wanting to work correctly. Currently, Iām just trying to get through the general tutorial so that I understand what Iām doing better before customizing the board further. Iām going to do a bit of research on how fusion works before continuing and hopefully get some stuff done on it. I have some fun plans for the final result.
I came back after watching a video on how to use Autodesk Fusion, and this time I was able to actually finish the tutorial version of the case. Next I will have to learn how the software part works, and then we can go ahead and start making this project much more complicated then a 3-button pad.
I redid the schematic to include more of the features I wanted. It is much more complex now, including 8 switches (previously 3) in a matrix encoder. I also added 2 LEDs, a rotary encoder, and an OLED screen. Next Iāll have to make a PCB for it. (And confirm it works). Hopefully all goes well.
I added diodes to each switch in the matrix. This will prevent ghosting when pressing multiple keys at a time. Also reorganized things and linked the schematic components to footprints in preparation for laying out the PCB design. Hopefully I used the right footprints, but I guess Iāll find out soon.
I did it! I designed the PCB for the pad, I will hopefully be finding a better name for this project soon, but hereās what I accomplished. I added two more RGB LEDs for better backlighting on the keys. I then imported all the footprints, came up with a general layout, and connected everything. Because of how I was doing my connections, I ended up with a āmain railā, where I had rails on both sides of the board, making it nearly impossible to cross. So I ended up having some fun routing around the main area and using some vias to go under/over other rails. Hereās how it turned out. Also, I changed the project image for now. (Pictures of front, back, and design)
I began working on the case design for the actual Macropad, rather than just the basic one. The bottom of the case is done. I have also started organizing my files so that setting up a GitHub repo will be easier later on. Once I finish the rest of the case, I can begin the final necessary step, which is making the software it will run on. I also could do some design on the silkscreen layer of the PCB, which I may do, but we shall see. Hereās a little sneak-peak of the case so far.
Ok, this was a complicated one. I was working on the top part of the case for the PCB, and since I had a large variety of components arranged in a different way, I had to do it all manually, while still maintaining accuracy (I hope). You can see how that went in the screenshots below. Anyway, I may have made a mistake in the PCB. It seems the way I arranged it did not leave enough space for the OLED to fully fit onto the board. So I also had to go back and adjust it, but I think it will fit now. Next I will have to add a spot for the USB port to connect it to the userās device. I am also considering rounding the case corners. I want a cleaner-looking design. Then Iāll just have to do the software! (Donāt mind the spikes sticking through near the display, they wonāt be there in the final product)
Had a small panic attack about halfway through this one. For a moment I thought the rotary encoder actually needed an analog signal rather than a digital one, similar to a potentiometer, and I though I was going to have to reroute a large portion of my PCB. Fortunately, I was wrong, and it only needs digital. Anyways, I added some of the components to the CAD assembly, and adjusted my case design in a few spots where components didnāt quite line up right. I also colored it a bit. (Better styling in the future including more rounded corners). Decided on making the official name to PolarisPad. (Named after the star, not the SC ship :)
I did a bit more to the project for today. I think that Iām now done with the physical design for PolarisPad now; at least for the initial version. I added the knob to the assembly, as well as the project name and designer credit (Me. Itās on the bottom). I then added some things to the silkscreen layer of the PCB, including a joke relating to the OLED, the name of the device, a QR code linking to the GitHub repo, credit to myself, and a fun little phrase.
It took way longer than it should have, but I finally figured out how to make QMK firmware for PolarisPad! This is just the basic version, which only includes the actual keys, not the rotary encoder, RGB underglow, or OLED. However, Iām choosing to wait to program those until I have the components on hand since trying to program something to create a visual effect without being able to see that effect doesnāt go too well. All I have left is to package everything for the GitHub page and ship it! Then Iāll be able to receive all the components to assemble the physical thing and finalize the firmware.
PolarisPad has SHIPPED!!! What is it? Well, PolarisPad is a Macropad designed for space combat in games such as Star Citizen and No Manās Sky. It includes 8 keys with RGB underglow, a rotary encoder, and a small OLED display. Once it is approved and I receive the parts, I will begin the assembly and do some firmware updates. It is possible that I will decide to modify the firmware or case before then, but if not, Iāll be taking a short break from working on projects until it arrives.
I received my parts, verified my case files, and am now printing the V1 case. Now Iām just waiting on my PCB and soldering stuff to arrive. Itās all coming together now. I will also be modifying firmware at that point to properly animate the screen.
Now that I have the PCB, I soldered everything together. I apparently managed to flip the displayās connector in my PCB design, so mine has some wires instead of the headers, but Iām going to update the design to fix that. next up is testing the basic firmware and then making it better.
Almost done fixing firmware. I got the keys working as well as rgb cycling. Once I get the OLED display working, Iāll just have to make some case adjustments and it will be ready to ship!
Itās about time to ship! I finished the firmware, assembled it the rest of the way, and updated my GitHub page, as well as make a short demo video of using it in-game.
Ships:
Hello everyone! Meet PolarisPad, a macropad designed to be used for flight controls in space games. It currently supports Star Citizen with itās keymap, but could easily be used for a different game as well. This was both my Hackpad entry, as well as my first ever hardware project that Iāve finished. Itās been a journey and definitely has not gone entirely according to plan throughout the process. (Mine has some messy internal wiring to fix an error, but the design has been updated to correct this) This project has been a great way to get into hardware design and now I have many more ideas for things to make! Make sure you check out my demo video in which I use it for some basic ship functions in-game....
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1793296552.3328075
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1793382952.3328075
|
|
25788
|
kBOT by @kaansen9611 | Stardance
|
kaansen9611
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1
|
1.0
|
2
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-25T21:19:46Z", "hours": 1.0, "multiplier": 1.82, "payout": 2, "blessing": "neutral", "text": "I built kBOT, a Slack bot that responds to custom slash commands and runs 24/7.The biggest challenge was deployment and debugging. I had to solve issues with Slack configuration, GitHub updates, and making sure the bot was running the latest version of the code.Iām proud that I kept working through those problems and successfully got every command working reliably.To test kBOT, join the provided Slack workspace and use the commands in the #kaans-workshop channel.", "repo": "https://github.com/KaanSen9611/kBOT", "demo": "https://hackclub.enterprise.slack.com/archives/C0BE3EYJWTS"}]...
|
[{"post_id": 15907, "ts": "202 [{"post_id": 15907, "ts": "2026-06-25T21:06:18Z", "hours": 0.3339, "text": "I deployed kBOT to a Nest container and itās now running 24/7 After setting up the server and configuring the environment, I successfully got the bot running continuously without needing my computer to stay online.This is a big milestone for the project because kBOT is now available at all times"}, {"post_id": 15747, "ts": "2026-06-25T16:56:12Z", "hours": 0.5622, "text": "Today I created kBOT and completed the first successful tests. I set up the bot, connected it to Slack, and verified that it could properly receive and respond to commands. After some debugging and testing, everything started working as expected. This marks the first working version of kBOT. More features, commands, and improvements are planned for future updates."}]...
|
Title: kBOT by @kaansen9611 | Stardance
Devlogs:
Title: kBOT by @kaansen9611 | Stardance
Devlogs:
Today I created kBOT and completed the first successful tests. I set up the bot, connected it to Slack, and verified that it could properly receive and respond to commands. After some debugging and testing, everything started working as expected. This marks the first working version of kBOT. More features, commands, and improvements are planned for future updates.
I deployed kBOT to a Nest container and itās now running 24/7 After setting up the server and configuring the environment, I successfully got the bot running continuously without needing my computer to stay online.This is a big milestone for the project because kBOT is now available at all times
Ships:
I built kBOT, a Slack bot that responds to custom slash commands and runs 24/7.The biggest challenge was deployment and debugging. I had to solve issues with Slack configuration, GitHub updates, and making sure the bot was running the latest version of the code.Iām proud that I kept working through those problems and successfully got every command working reliably.To test kBOT, join the provided Slack workspace and use the commands in the #kaans-workshop channel....
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1793138025.0366397
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1793224425.0366397
|
|
25790
|
StartupOS Monorepo Final by @to_aarav_g | Stardanc StartupOS Monorepo Final by @to_aarav_g | Stardance...
|
to_aarav_g
|
1
|
22.85
|
39
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-27T14:53:19Z", "hours": 6.0, "multiplier": 7.93, "payout": 39, "blessing": "neutral", "text": "š Shipped the complete StartupOS Monorepo ! StartupOS is an AI Operating System for founders that compresses weeks of startup work into hours. From a single idea, StartupOS helps founders: ā
Validate ideas ā
Generate startup blueprints ā
Create brands and ICPs ā
Build revenue models and roadmaps ā
Analyze competitors ā
Generate launch-ready websites ā
Receive AI founder feedback ā
Manage everything in a unified workspace Monorepo Architecture š§ Frontend: Next.js + React + Tailwind āļø Backend: Fastify + Prisma + PostgreSQL š¤ AI Layer: Gemini, Groq, OpenRouter, NVIDIA NIM š Deployment: Vercel + Railway š¦ Shared packages and types Building StartupOS taught me full-stack architecture, production deployments, AI orchestration, and large-scale debugging. Excited to keep improving it and onboard real users soon š #HackClub #Stardance #Monorepo #FullStack #AI #StartupOS #TypeScript #WebDev", "repo": "https://github.com/Theuser1211/startupos", "demo": "https://startupos-black.vercel.app/"}]...
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[{"post_id": 23441, "ts": "202 [{"post_id": 23441, "ts": "2026-07-06T12:55:13Z", "hours": 11.76, "text": "The website generation is pretty irritation, partialy fixed it. Needs more work"}, {"post_id": 17660, "ts": "2026-06-28T15:23:18Z", "hours": 2.2361, "text": "Added proper guest mode to StartupOS! Users can now complete the founder interview, generate a blueprint, and explore the workspace without creating an account. Also fixed a bunch of authentication edge cases, improved session handling, and ran a full Playwright audit to make the app much more stable."}, {"post_id": 17414, "ts": "2026-06-28T05:42:22Z", "hours": 2.8567, "text": "Thanks for the reviews, those helped really well. For some reasons my app broke during the QA Testing and I would apologize for that. (I have fixed it now hope so!). Also I have reworked the CSS(to make it less AI slop). Also this is 100% AI free. I hope you like it"}, {"post_id": 16120, "ts": "2026-06-26T06:31:53Z", "hours": 6.2292, "text": "StartupOS ā The AI Operating System for FoundersInspirationStarting a startup is hard. Founders often spend weeks validating ideas, researching competitors, defining their target audience, creating business plans, and building an initial online presence.We wanted to build a platform that could compress this entire process into hours instead of weeks.Thatās how StartupOS was born ā an AI-powered operating system that helps founders go from a raw idea to a launch-ready startup.What it doesStartupOS acts as an AI co-founder that guides users through the earliest and most important stages of building a company.Users complete a guided founder interview, and StartupOS automatically generates:Comprehensive startup blueprintsBrand identitiesIdeal Customer Profiles (ICP)Revenue modelsProduct roadmapsCompetitor intelligenceDaily founder briefsAI startup roasts and feedbackLaunch-ready websitesEverything is managed through a unified founder workspace.How we built itStartupOS is built as a modern full-stack monorepo.FrontendNext.jsReactTypeScriptTailwind CSSshadcn/uiBackendFastifyTypeScriptPrisma ORMPostgreSQLAI InfrastructureMulti-provider AI routingGoogle GeminiGroqOpenRouterNVIDIA NIMDeploymentVercelRailwayDockerThe monorepo architecture allows the frontend, backend, and shared packages to evolve together while maintaining a clean developer experience.Challenges we ran intoBuilding StartupOS involved solving numerous engineering challenges:Designing a reliable multi-provider AI failover systemHandling provider outages and rate limits gracefullyMigrating from a monolithic architecture to dedicated frontend and backend servicesDebugging complex deployment issues across Railway and VercelImplementing persistent AI-generated assets and state managementCreating robust error handling and production-grade fallback systemsMaintaining a smooth user experience despite long-running AI tasksAccomplishments that weāre proud ofSuccessfully shipped a production-ready full-stack AI SaaS platformBuilt a complete founder workflow from idea to launchImplemented resilient AI failover across multiple providersDeployed scalable frontend and backend infrastructureAchieved successful end-to-end testing across the entire platformCreated a responsive experience across desktop, tablet, and mobile devicesWhat we learnedThrough StartupOS, we learned a tremendous amount about:Full-stack architectureProduction deploymentsAI orchestrationAPI reliabilityError recovery strategiesMonorepo development workflowsBuilding products for real usersWhatās next for StartupOSOur roadmap includes:Visual website editorOne-click domain setupTeam collaboration featuresStartup analytics and trackingPDF and pitch deck exportsAI growth recommendationsMarketplace integrationsAdditional deployment providersStartupOS is just getting started. Our vision is to build the ultimate operating system for founders ā an AI platform that helps anyone transform ideas into successful startups."}]...
|
Title: StartupOS Monorepo Final by @to_aarav_g | S Title: StartupOS Monorepo Final by @to_aarav_g | Stardance
Devlogs:
StartupOS ā The AI Operating System for FoundersInspirationStarting a startup is hard. Founders often spend weeks validating ideas, researching competitors, defining their target audience, creating business plans, and building an initial online presence.We wanted to build a platform that could compress this entire process into hours instead of weeks.Thatās how StartupOS was born ā an AI-powered operating system that helps founders go from a raw idea to a launch-ready startup.What it doesStartupOS acts as an AI co-founder that guides users through the earliest and most important stages of building a company.Users complete a guided founder interview, and StartupOS automatically generates:Comprehensive startup blueprintsBrand identitiesIdeal Customer Profiles (ICP)Revenue modelsProduct roadmapsCompetitor intelligenceDaily founder briefsAI startup roasts and feedbackLaunch-ready websitesEverything is managed through a unified founder workspace.How we built itStartupOS is built as a modern full-stack monorepo.FrontendNext.jsReactTypeScriptTailwind CSSshadcn/uiBackendFastifyTypeScriptPrisma ORMPostgreSQLAI InfrastructureMulti-provider AI routingGoogle GeminiGroqOpenRouterNVIDIA NIMDeploymentVercelRailwayDockerThe monorepo architecture allows the frontend, backend, and shared packages to evolve together while maintaining a clean developer experience.Challenges we ran intoBuilding StartupOS involved solving numerous engineering challenges:Designing a reliable multi-provider AI failover systemHandling provider outages and rate limits gracefullyMigrating from a monolithic architecture to dedicated frontend and backend servicesDebugging complex deployment issues across Railway and VercelImplementing persistent AI-generated assets and state managementCreating robust error handling and production-grade fallback systemsMaintaining a smooth user experience despite long-running AI tasksAccomplishments that weāre proud ofSuccessfully shipped a production-ready full-stack AI SaaS platformBuilt a complete founder workflow from idea to launchImplemented resilient AI failover across multiple providersDeployed scalable frontend and backend infrastructureAchieved successful end-to-end testing across the entire platformCreated a responsive experience across desktop, tablet, and mobile devicesWhat we learnedThrough StartupOS, we learned a tremendous amount about:Full-stack architectureProduction deploymentsAI orchestrationAPI reliabilityError recovery strategiesMonorepo development workflowsBuilding products for real usersWhatās next for StartupOSOur roadmap includes:Visual website editorOne-click domain setupTeam collaboration featuresStartup analytics and trackingPDF and pitch deck exportsAI growth recommendationsMarketplace integrationsAdditional deployment providersStartupOS is just getting started. Our vision is to build the ultimate operating system for founders ā an AI platform that helps anyone transform ideas into successful startups.
Thanks for the reviews, those helped really well. For some reasons my app broke during the QA Testing and I would apologize for that. (I have fixed it now hope so!). Also I have reworked the CSS(to make it less AI slop). Also this is 100% AI free. I hope you like it
Added proper guest mode to StartupOS! Users can now complete the founder interview, generate a blueprint, and explore the workspace without creating an account. Also fixed a bunch of authentication edge cases, improved session handling, and ran a full Playwright audit to make the app much more stable.
The website generation is pretty irritation, partialy fixed it. Needs more work
Ships:
š Shipped the complete StartupOS Monorepo ! StartupOS is an AI Operating System for founders that compresses weeks of startup work into hours. From a single idea, StartupOS helps founders: ā
Validate ideas ā
Generate startup blueprints ā
Create brands and ICPs ā
Build revenue models and roadmaps ā
Analyze competitors ā
Generate launch-ready websites ā
Receive AI founder feedback ā
Manage everything in a unified workspace Monorepo Architecture š§ Frontend: Next.js + React + Tailwind āļø Backend: Fastify + Prisma + PostgreSQL š¤ AI Layer: Gemini, Groq, OpenRouter, NVIDIA NIM š Deployment: Vercel + Railway š¦ Shared packages and types Building StartupOS taught me full-stack architecture, production deployments, AI orchestration, and large-scale debugging. Excited to keep improving it and onboard real users soon š #HackClub #Stardance #Monorepo #FullStack #AI #StartupOS #TypeScript #WebDev...
|
1793278411.9631274
|
1793364811.9631274
|
|
25792
|
PortfolioOS by @nightowl | Stardance
|
nightowl
|
1
|
8.15
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-26T18:53:59Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a base for my portfolio OS that im going to extend in WebOS 2 (if you want to test it the password is anything) I think it looks quite nice especialy the dock thats the thing im most proud of tbh, the hardest part was figuring out a good way to store the windows etc but once I got that out of the way its been a breeze. I also had some issues with react draggable but it wasnt that deep.", "repo": "https://github.com/nightowl-devs/portfolio-os", "demo": "https://os.nightowl.dev"}]...
|
[{"post_id": 44251, "ts": "202 [{"post_id": 44251, "ts": "2026-08-09T21:38:03Z", "hours": 2.7053, "text": "added more apps like timer n stuff also optimized some code arghh its really late now also I added spotlight and it looks SUPER cool omg check it outtt next is settings Apple Music GitHub and preview!"}, {"post_id": 17683, "ts": "2026-06-28T16:11:07Z", "hours": 1.4472, "text": "devlog um I moved all the app stuff to layout so every single page can use the hooks etc and use the window manager added a not found app, improved the app headers and added animations to finder Added my resume and skills, next app will be the preview app from macOS so you can view the pdfs from the system itself instead of a new tab"}, {"post_id": 16385, "ts": "2026-06-26T17:40:36Z", "hours": 0.6483, "text": "devlog #4 Switched all apps to dark mode made the Dock show what apps are currently running and made the minimization actually work xd"}, {"post_id": 16342, "ts": "2026-06-26T16:14:45Z", "hours": 1.7886, "text": "devlog #3 smh they need to add auto saving for the devlogs because this is my THIRD time typing this ok so windows are movable now I have added the right side of the control bar from macOS, also finder got its first category which are my projects, when you click on a project a preview app pops up, im planning to mabe move this to safari later, when i implement it also you can now resize and drag windows , close minimize them and fullscreen them for now I will finish the finder app and all of its categories and the next thing I will focus on will be safari"}, {"post_id": 16269, "ts": "2026-06-26T13:34:27Z", "hours": 1.2706, "text": "devlog #2 added windows and top bar"}, {"post_id": 15683, "ts": "2026-06-25T14:30:23Z", "hours": 0.6169, "text": "devlog #1 I have decided to recreate my portfolio but inside of a a web os that looks like mac os, currently I have setup a nextjs project and made the login screen"}]...
|
Title: PortfolioOS by @nightowl | Stardance
Devlo Title: PortfolioOS by @nightowl | Stardance
Devlogs:
devlog #1 I have decided to recreate my portfolio but inside of a a web os that looks like mac os, currently I have setup a nextjs project and made the login screen
devlog #2 added windows and top bar
devlog #3 smh they need to add auto saving for the devlogs because this is my THIRD time typing this ok so windows are movable now I have added the right side of the control bar from macOS, also finder got its first category which are my projects, when you click on a project a preview app pops up, im planning to mabe move this to safari later, when i implement it also you can now resize and drag windows , close minimize them and fullscreen them for now I will finish the finder app and all of its categories and the next thing I will focus on will be safari
devlog #4 Switched all apps to dark mode made the Dock show what apps are currently running and made the minimization actually work xd
devlog um I moved all the app stuff to layout so every single page can use the hooks etc and use the window manager added a not found app, improved the app headers and added animations to finder Added my resume and skills, next app will be the preview app from macOS so you can view the pdfs from the system itself instead of a new tab
added more apps like timer n stuff also optimized some code arghh its really late now also I added spotlight and it looks SUPER cool omg check it outtt next is settings Apple Music GitHub and preview!
Ships:
I made a base for my portfolio OS that im going to extend in WebOS 2 (if you want to test it the password is anything) I think it looks quite nice especialy the dock thats the thing im most proud of tbh, the hardest part was figuring out a good way to store the windows etc but once I got that out of the way its been a breeze. I also had some issues with react draggable but it wasnt that deep....
|
1793242388.7227116
|
1793328788.7227116
|
|
25795
|
chemOStry by @Nauticos | Stardance
|
Nauticos
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-01T18:03:53Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a web-based OS with an inspiration around chemistry! This was a challenge (took a lot longer that I thought it would) but I had fun in the process and learned a lot of new skills! I am proud of myself finding workaround solutions to problems I had by myself (of course I did look online when I was really stuck). NOTE: The weather app will NOT work on the website due to no API key being inputted, however if you copy the files and input your own OpenWeather API key into config.js, the weather app WILL work. Thanks for reading!", "repo": "https://github.com/Nauticos/chemOStry", "demo": "https://nauticos.github.io/chemOStry/"}]...
|
[{"post_id": 20140, "ts": "202 [{"post_id": 20140, "ts": "2026-07-01T18:00:47Z", "hours": 0.3561, "text": "Managed to set up the website on Github pages, ready to ship!"}, {"post_id": 20125, "ts": "2026-07-01T17:31:50Z", "hours": 1.1514, "text": "After a short panic from an accidental API push to Github, I think I should be able to ship soon. Iāve added an example file (below) to show the format for the config.js file (I have .gitignoreād it now)."}, {"post_id": 20064, "ts": "2026-07-01T15:59:31Z", "hours": 0.3172, "text": "Made some tweaks to the icons, gonna try make a weather app!"}, {"post_id": 20044, "ts": "2026-07-01T15:36:44Z", "hours": 5.3278, "text": "Taken a while, but Iāve finished part 4 of the guide. Has been quite confusing at times, but itās been fun so far and Iām proud of what Iāve made!"}]...
|
Title: chemOStry by @Nauticos | Stardance
Devlogs Title: chemOStry by @Nauticos | Stardance
Devlogs:
Taken a while, but Iāve finished part 4 of the guide. Has been quite confusing at times, but itās been fun so far and Iām proud of what Iāve made!
Made some tweaks to the icons, gonna try make a weather app!
After a short panic from an accidental API push to Github, I think I should be able to ship soon. Iāve added an example file (below) to show the format for the config.js file (I have .gitignoreād it now).
Managed to set up the website on Github pages, ready to ship!
Ships:
I made a web-based OS with an inspiration around chemistry! This was a challenge (took a lot longer that I thought it would) but I had fun in the process and learned a lot of new skills! I am proud of myself finding workaround solutions to problems I had by myself (of course I did look online when I was really stuck). NOTE: The weather app will NOT work on the website due to no API key being inputted, however if you copy the files and input your own OpenWeather API key into config.js, the weather app WILL work. Thanks for reading!...
|
1793325355.4705215
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1793411755.4705215
|
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25812
|
STDerr by @Kaorii | Stardance
|
Kaorii
|
1
|
1.0
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-26T12:31:43Z", "hours": 1.0, "multiplier": 1.54, "payout": 1, "blessing": "neutral", "text": "What I built STDerr is a Slack bot for developers. A little something youād actually use mid-coding when youāre too lazy to open a browser. Six commands total: /stderr-ping - STDerr latency test /stderr-connect - Connect to your AI provider with your API key /stderr-stack [error] - turns a error message into how and what caused it. Powered by your AI provider with API Key /stderr-timestamp - returns unix timestamp + ISO 8601. /stderr-commit [description] - turns description into a proper conventional commit message (feat:, fix:, chore:, etc.) powered by your AI provider with API Key /stderr-regex [description] - turns description into a Regex expression that you can use. Stack: index.js - Main Slack bot (Socket Mode) ai.js - Unified AI chat interface providers.js - Provider registry store.js - Per-user config persistence", "repo": "", "demo": ""}]...
|
[{"post_id": 16231, "ts": "202 [{"post_id": 16231, "ts": "2026-06-26T11:31:46Z", "hours": 0.5336, "text": "What I built STDerr is a Slack bot for developers. A little something youād actually use mid-coding when youāre too lazy to open a browser. Three commands: /stderr-ping - STDerr latency test /stderr-connect - Connect to your AI provider with your API key /stderr-stack [error] - turns a error message into how and what caused it. Powered by your AI provider with API Key /stderr-timestamp - returns unix timestamp + ISO 8601. /stderr-commit [description] - turns description into a proper conventional commit message (feat:, fix:, chore:, etc.) powered by your AI provider with API Key /stderr-regex [description] - turns description into a Regex expression that you can use. Stack: index.js - Main Slack bot (Socket Mode) ai.js - Unified AI chat interface providers.js - Provider registry store.js - Per-user config persistence"}]...
|
Title: STDerr by @Kaorii | Stardance
Devlogs:
Wha Title: STDerr by @Kaorii | Stardance
Devlogs:
What I built STDerr is a Slack bot for developers. A little something youād actually use mid-coding when youāre too lazy to open a browser. Three commands: /stderr-ping - STDerr latency test /stderr-connect - Connect to your AI provider with your API key /stderr-stack [error] - turns a error message into how and what caused it. Powered by your AI provider with API Key /stderr-timestamp - returns unix timestamp + ISO 8601. /stderr-commit [description] - turns description into a proper conventional commit message (feat:, fix:, chore:, etc.) powered by your AI provider with API Key /stderr-regex [description] - turns description into a Regex expression that you can use. Stack: index.js - Main Slack bot (Socket Mode) ai.js - Unified AI chat interface providers.js - Provider registry store.js - Per-user config persistence
Ships:
What I built STDerr is a Slack bot for developers. A little something youād actually use mid-coding when youāre too lazy to open a browser. Six commands total: /stderr-ping - STDerr latency test /stderr-connect - Connect to your AI provider with your API key /stderr-stack [error] - turns a error message into how and what caused it. Powered by your AI provider with API Key /stderr-timestamp - returns unix timestamp + ISO 8601. /stderr-commit [description] - turns description into a proper conventional commit message (feat:, fix:, chore:, etc.) powered by your AI provider with API Key /stderr-regex [description] - turns description into a Regex expression that you can use. Stack: index.js - Main Slack bot (Socket Mode) ai.js - Unified AI chat interface providers.js - Provider registry store.js - Per-user config persistence...
|
1793292622.4254067
|
1793379022.4254067
|
|
25847
|
better-intl by @luannzin | Stardance
|
luannzin
|
1
|
6.1
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T20:15:33Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built better-intl , an internationalization framework for Next.js focused on making i18n feel like a natural part of your project instead of a separate system. The core idea is simple: translations live next to the components and routes they belong to. Every t.ts file is automatically discovered, merged into a fully typed translation object, and statically generated, giving developers autocompletion, type safety, and zero runtime overhead. The biggest challenge was designing an API that stayed both powerful and intuitive. I wanted to avoid the common pain points of traditional i18n librariesālarge JSON files, duplicated keys, complex configuration, and weak TypeScript supportāwhile still supporting nested translations, multiple locales, and build-time generation. Iām most proud of the developer experience. Developers write translations exactly where theyāre used, keep every locale together in a single file, and get complete type safety without generating verbose schemas or manually maintaining translation keys. The project feels lightweight while solving a surprisingly complex problem. To test the project, simply install the package in a Next.js application, create t.ts files alongside your routes or components, and run the development server. better-intl automatically discovers and generates the translation tree, so you can immediately access translations through a fully typed API without additional setup. Repository: https://github.com/luannzin/better-intl Package: https://www.npmjs.com/package/better-intl", "repo": "https://github.com/luannzin/better-intl", "demo": "https://www.npmjs.com/package/better-intl"}]...
|
[{"post_id": 21862, "ts": "202 [{"post_id": 21862, "ts": "2026-07-04T00:59:49Z", "hours": 0.5944, "text": "I did a fix that ignores ā()ā folders (nextjs ignores that as routes), DX improvement"}, {"post_id": 20710, "ts": "2026-07-02T11:37:46Z", "hours": 1.5031, "text": "I did hard changes to the project core improved the DX based on real projects improved the README added a new init script to the library too"}, {"post_id": 17876, "ts": "2026-06-28T20:12:53Z", "hours": 1.8489, "text": "I changed the package to better-intl I uploaded the stable version If you can, star our repo for a better intl pattern in future next.js projects. Thank you."}, {"post_id": 16975, "ts": "2026-06-27T15:42:34Z", "hours": 1.55, "text": "I uploaded the package to: https://www.npmjs.com/package/better-intl v1.0.2"}, {"post_id": 15732, "ts": "2026-06-25T16:28:08Z", "hours": 0.3083, "text": "I started to plan the project, i will do a npmjs library with pnpm + tsup"}]...
|
Title: better-intl by @luannzin | Stardance
Devlo Title: better-intl by @luannzin | Stardance
Devlogs:
I started to plan the project, i will do a npmjs library with pnpm + tsup
I uploaded the package to: https://www.npmjs.com/package/better-intl v1.0.2
I changed the package to better-intl I uploaded the stable version If you can, star our repo for a better intl pattern in future next.js projects. Thank you.
I did hard changes to the project core improved the DX based on real projects improved the README added a new init script to the library too
I did a fix that ignores ā()ā folders (nextjs ignores that as routes), DX improvement
Ships:
I built better-intl , an internationalization framework for Next.js focused on making i18n feel like a natural part of your project instead of a separate system. The core idea is simple: translations live next to the components and routes they belong to. Every t.ts file is automatically discovered, merged into a fully typed translation object, and statically generated, giving developers autocompletion, type safety, and zero runtime overhead. The biggest challenge was designing an API that stayed both powerful and intuitive. I wanted to avoid the common pain points of traditional i18n librariesālarge JSON files, duplicated keys, complex configuration, and weak TypeScript supportāwhile still supporting nested translations, multiple locales, and build-time generation. Iām most proud of the developer experience. Developers write translations exactly where theyāre used, keep every locale together in a single file, and get complete type safety without generating verbose schemas or manually maintaining translation keys. The project feels lightweight while solving a surprisingly complex problem. To test the project, simply install the package in a Next.js application, create t.ts files alongside your routes or components, and run the development server. better-intl automatically discovers and generates the translation tree, so you can immediately access translations through a fully typed API without additional setup. Repository: https://github.com/luannzin/better-intl Package: https://www.npmjs.com/package/better-intl...
|
1793224491.933326
|
1793310891.933326
|
|
25853
|
Printing Kiosk by @roberto | Stardance
|
roberto
|
1
|
56.03
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-17T18:11:27Z", "hours": 35.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This project has been an exciting journey in transforming a manual workflow into an automated system. I created a self-service Printing Kiosk system that runs entirely on Linux. The system allows users to send documents via WhatsApp, which the kiosk automatically processes, converts into PDFs, lets the user configure the printing settings and sends directly to a printer via the CUPS native printing system. The interface is a modern, web-based dashboard built with NiceGUI, configured to run in browser Kiosk mode. The decision to rewrite the application interface from Tkinter to NiceGUI was a significant architectural shift, requiring to reimplement the layout and logic to support a web-based, Kiosk-ready experience. If someone were to set this up, they should keep mind that it is designed to be the only process running locally so it may be demanding. The setup script is straigntforward, users must manually configure config.json file and run the .sh file to setup all the application.", "repo": "https://github.com/rob80fame/printing-kiosk", "demo": "https://github.com/rob80fame/printing-kiosk/releases/tag/WIN"}]...
|
[{"post_id": 78741, "ts": "202 [{"post_id": 78741, "ts": "2026-10-11T13:34:32Z", "hours": 2.1419, "text": "bug fixes ( timers didnāt quite fit in, git update useless in installer) created exe with pyinstaller migrated to sqllite for easyer use"}, {"post_id": 74473, "ts": "2026-09-27T13:39:44Z", "hours": 1.0136, "text": "created .bat file for installation, I was unable to host it so it has to be installed on a Windows pc to work."}, {"post_id": 73250, "ts": "2026-09-24T17:50:55Z", "hours": 1.7158, "text": "ADDED auto update in python case if multiple pdf is not selected first, possibility to add multiple images inactivity timer code refactory merged policy.txt in config.json merge app.py and backend.py TODO create start.bat/sh with dual logic (with config modifier) fix merging problem"}, {"post_id": 71736, "ts": "2026-09-21T12:45:55Z", "hours": 0.7597, "text": "ADDED auto update in python case if multiple pdf is not selected first, possibility to add multiple images TODO merge app.py and backend.py inactivity timer"}, {"post_id": 70090, "ts": "2026-09-18T13:12:26Z", "hours": 0.3458, "text": "Added proportional resizing and unproportional resizing, fixed printing after resize. TODO more images in one file to resize"}, {"post_id": 69618, "ts": "2026-09-17T12:57:49Z", "hours": 3.1444, "text": "added feature: reduce/enlarge images to size todo: fix scaling issue (as in images)"}, {"post_id": 68079, "ts": "2026-09-14T14:12:19Z", "hours": 0.6703, "text": "FIXED 2x page not working"}, {"post_id": 67171, "ts": "2026-09-13T07:36:12Z", "hours": 1.9642, "text": "TODO reduce/enlarge images to size 2x page not working ADDED added policy e disclaimer added reduce/enlarge text size fixed multiple copies pricing bug"}, {"post_id": 65932, "ts": "2026-09-11T12:28:27Z", "hours": 0.6939, "text": "added privacy and policy readed from .txt file so it is easier to modify removed scroll when not needed"}, {"post_id": 65327, "ts": "2026-09-10T12:23:30Z", "hours": 2.0125, "text": "ADDED FUNCTION BUTTON SECTION NOW GOING BACK FROM PRINTING GOES TO FILE SELECTION NOW AFTER PRINTING GOES TO FILE SELECTION BACKEND OFFLINE WARNING PAGE ADDED ADMIN PAGEFIXED UI BUG"}, {"post_id": 63430, "ts": "2026-09-07T08:37:20Z", "hours": 1.2119, "text": "added print from usb key with fixed code configurable with config.json TODO: -update render_print_config with config.json changes ridimensiomanento manuale immagini touch scroll preview funzione riduci dimensioni testo"}, {"post_id": 63116, "ts": "2026-09-06T18:57:00Z", "hours": 1.6589, "text": "added features- input screen auto focus on txt input, limited only to numbers, without arrows added A1, A2 as 4xA3 and 2xA3"}, {"post_id": 62266, "ts": "2026-09-05T15:37:23Z", "hours": 2.6622, "text": "Implemented .bat and .sh file to auto install everything, added email reception as a way to send files"}, {"post_id": 31825, "ts": "2026-07-20T14:47:23Z", "hours": 1.0378, "text": "frontend demo"}, {"post_id": 30244, "ts": "2026-07-17T17:44:08Z", "hours": 0.8569, "text": "finished .sh for installation minor fixes"}, {"post_id": 30209, "ts": "2026-07-17T16:37:44Z", "hours": 8.74, "text": "Tkinter version fully working, but I needed to access it remotely so switched to niceGUI merged all the files (leaving only with backend.py and app.py) optimized for touch screen remote control modified to work on Linux as well as on Windows (using lp or SumatraPDF) added a button in configuration_ui to shut down the server remotely creating .sh file to install everything automatically"}, {"post_id": 28129, "ts": "2026-07-14T06:58:27Z", "hours": 0.8608, "text": "minor ui fixes to simplify usability"}, {"post_id": 26573, "ts": "2026-07-11T14:10:43Z", "hours": 2.3042, "text": "added multi printing (it merges the files selected onto one and prints it) added code 00000 (customizable in config.json) to exit application"}, {"post_id": 25952, "ts": "2026-07-10T14:00:56Z", "hours": 2.715, "text": "bug fix added cumulative pricing on main ui added tmp file for costs"}, {"post_id": 22281, "ts": "2026-07-04T17:45:18Z", "hours": 4.6311, "text": "completed a first fully working version implementing configurations TODOS: cumulative pricing on app.py print multiple files longclicking"}, {"post_id": 21560, "ts": "2026-07-03T16:08:42Z", "hours": 3.6578, "text": "fix of file structure, creation of starting ui and retrieval of datas"}, {"post_id": 20719, "ts": "2026-07-02T11:52:58Z", "hours": 2.1989, "text": "Printing Frontend demo finished"}, {"post_id": 20101, "ts": "2026-07-01T16:56:35Z", "hours": 4.2733, "text": "working on a python frontend using cmd Sumatra printing (even though I do not love the look of it)"}, {"post_id": 18382, "ts": "2026-06-29T14:54:35Z", "hours": 1.7942, "text": "Backend demo completed with all funtionalities. Started frontend with C# using PrintDialogX as base to create custom print interface"}, {"post_id": 17596, "ts": "2026-06-28T13:46:46Z", "hours": 2.7036, "text": "Finished setting up the environment locally with evolution_api, completed a demo for the backend part that recieves, saves and stores images (for now, planing on including documents)"}, {"post_id": 16230, "ts": "2026-06-26T11:27:17Z", "hours": 0.6822, "text": "trying to set up evolution api with docker"}]...
|
Title: Printing Kiosk by @roberto | Stardance
Dev Title: Printing Kiosk by @roberto | Stardance
Devlogs:
trying to set up evolution api with docker
Finished setting up the environment locally with evolution_api, completed a demo for the backend part that recieves, saves and stores images (for now, planing on including documents)
Backend demo completed with all funtionalities. Started frontend with C# using PrintDialogX as base to create custom print interface
working on a python frontend using cmd Sumatra printing (even though I do not love the look of it)
Printing Frontend demo finished
fix of file structure, creation of starting ui and retrieval of datas
completed a first fully working version implementing configurations TODOS: cumulative pricing on app.py print multiple files longclicking
bug fix added cumulative pricing on main ui added tmp file for costs
added multi printing (it merges the files selected onto one and prints it) added code 00000 (customizable in config.json) to exit application
minor ui fixes to simplify usability
Tkinter version fully working, but I needed to access it remotely so switched to niceGUI merged all the files (leaving only with backend.py and app.py) optimized for touch screen remote control modified to work on Linux as well as on Windows (using lp or SumatraPDF) added a button in configuration_ui to shut down the server remotely creating .sh file to install everything automatically
finished .sh for installation minor fixes
frontend demo
Implemented .bat and .sh file to auto install everything, added email reception as a way to send files
added features- input screen auto focus on txt input, limited only to numbers, without arrows added A1, A2 as 4xA3 and 2xA3
added print from usb key with fixed code configurable with config.json TODO: -update render_print_config with config.json changes ridimensiomanento manuale immagini touch scroll preview funzione riduci dimensioni testo
ADDED FUNCTION BUTTON SECTION NOW GOING BACK FROM PRINTING GOES TO FILE SELECTION NOW AFTER PRINTING GOES TO FILE SELECTION BACKEND OFFLINE WARNING PAGE ADDED ADMIN PAGEFIXED UI BUG
added privacy and policy readed from .txt file so it is easier to modify removed scroll when not needed
TODO reduce/enlarge images to size 2x page not working ADDED added policy e disclaimer added reduce/enlarge text size fixed multiple copies pricing bug
FIXED 2x page not working
added feature: reduce/enlarge images to size todo: fix scaling issue (as in images)
Added proportional resizing and unproportional resizing, fixed printing after resize. TODO more images in one file to resize
ADDED auto update in python case if multiple pdf is not selected first, possibility to add multiple images TODO merge app.py and backend.py inactivity timer
ADDED auto update in python case if multiple pdf is not selected first, possibility to add multiple images inactivity timer code refactory merged policy.txt in config.json merge app.py and backend.py TODO create start.bat/sh with dual logic (with config modifier) fix merging problem
created .bat file for installation, I was unable to host it so it has to be installed on a Windows pc to work.
bug fixes ( timers didnāt quite fit in, git update useless in installer) created exe with pyinstaller migrated to sqllite for easyer use
Ships:
This project has been an exciting journey in transforming a manual workflow into an automated system. I created a self-service Printing Kiosk system that runs entirely on Linux. The system allows users to send documents via WhatsApp, which the kiosk automatically processes, converts into PDFs, lets the user configure the printing settings and sends directly to a printer via the CUPS native printing system. The interface is a modern, web-based dashboard built with NiceGUI, configured to run in browser Kiosk mode. The decision to rewrite the application interface from Tkinter to NiceGUI was a significant architectural shift, requiring to reimplement the layout and logic to support a web-based, Kiosk-ready experience. If someone were to set this up, they should keep mind that it is designed to be the only process running locally so it may be demanding. The setup script is straigntforward, users must manually configure config.json file and run the .sh file to setup all the application....
|
1793325338.2844367
|
1793411738.2844367
|
|
25867
|
My very own WebOS by @Camc | Stardance
|
Camc
|
1
|
15.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-27T13:49:10Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a webOS that is loosely themed around clowns/circusā. im proud of the app icon styling, including the background changing on bottom bar icons when the tab is open.", "repo": "https://github.com/clownoftheweekcode/webOS", "demo": "https://clownoftheweekcode.github.io/webOS/"}]...
|
[{"post_id": 55541, "ts": "202 [{"post_id": 55541, "ts": "2026-08-27T13:46:38Z", "hours": 1.0236, "text": "8/27/26 changed background, added hover effects for app icons, changed window colors, added title and tab icon"}, {"post_id": 54532, "ts": "2026-08-25T15:39:58Z", "hours": 1.2678, "text": "8/25/26 changed the blank app to an updates app, bottom app iconsā background now changes when window is open"}, {"post_id": 54434, "ts": "2026-08-25T13:22:57Z", "hours": 1.2733, "text": "8/25/26 I changed the font, fixed a bug with changing the images in gallery, and changed the styling of the top and bottom bars."}, {"post_id": 51859, "ts": "2026-08-21T18:49:45Z", "hours": 4.3881, "text": "replaced timer tab with gallery tab"}, {"post_id": 24956, "ts": "2026-07-08T20:48:20Z", "hours": 2.2058, "text": "added a timer window, and made it so that closed windows that are reopened, are displayed in the center of the page."}, {"post_id": 23782, "ts": "2026-07-06T22:31:43Z", "hours": 4.5119, "text": "Iāve added a new window, styled it like the welcome window, added the function where windows layer on top when dragged, and added the ability to open and close the āappā window."}]...
|
Title: My very own WebOS by @Camc | Stardance
Dev Title: My very own WebOS by @Camc | Stardance
Devlogs:
Iāve added a new window, styled it like the welcome window, added the function where windows layer on top when dragged, and added the ability to open and close the āappā window.
added a timer window, and made it so that closed windows that are reopened, are displayed in the center of the page.
replaced timer tab with gallery tab
8/25/26 I changed the font, fixed a bug with changing the images in gallery, and changed the styling of the top and bottom bars.
8/25/26 changed the blank app to an updates app, bottom app iconsā background now changes when window is open
8/27/26 changed background, added hover effects for app icons, changed window colors, added title and tab icon
Ships:
I made a webOS that is loosely themed around clowns/circusā. im proud of the app icon styling, including the background changing on bottom bar icons when the tab is open....
|
1793314553.7445524
|
1793400953.7445524
|
|
25880
|
Volleyball Stat Tracker by @Tr33Fr0g | Stardance
|
Tr33Fr0g
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T08:23:34Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "what did oyu make? what was challenging? What were you proud of? I created a Volleyball stat tracker with access to Highlightlyās API and features to save using JSONs, load, compare player stats, and more. The most challenging part was learning how APIās worked and making somewhat concrete error handling but I was most proud of the design for a terminal/CLI build", "repo": "https://github.com/Tr33Fr0g/Volleyball-stat-tracker", "demo": "https://drive.google.com/file/d/1au2Uadty6pDVEAd1AqAV54dWtlJ-TSQK/view?usp=sharing"}]...
|
[{"post_id": 17467, "ts": "202 [{"post_id": 17467, "ts": "2026-06-28T08:14:29Z", "hours": 1.1633, "text": "Finished the final part added a new player comparison feature that attempts to pull stats from the current session then from saved JSON files if not found, does the math for analytics for both players, and displays a formatted side-by-side table with arrow indicators showing who leads in each category using cool arrows!"}, {"post_id": 16168, "ts": "2026-06-26T08:44:13Z", "hours": 2.5483, "text": "Project Overview Goals and motivation In this project Iām building a menu driven CLI that records a volleyball players performance, calculates analytics like hitting percentage, kill efficiency, and serve efficeincy, and persists stat sheets and JSON files and connects them to a live sports API for professional league to learn basics of GIt and Github, JSON save/load systems, APIās and command-line tools Devlog 1. Building the Stat Recorder Stat categories and input validation My stat tracker now records kills, errors, attempts, aces, digs, blocks, and sets played. The special rule for sets_played is that it cannot be less than 1 since itās a special stat. Devlog 2. Calculating Volleyball Analytics What this step accomplishes In this next step, Iām building a function to turn regular stats into more readable and relevant volleyball stats Understanding hitting percentage A hitting percentage of .350 means the player is amazing because the formula calculates all players averages and classifies them ex: 20 kills and 50 errors would be a 0.4 hitting percentage 0.400 would be classified as amazing. Devlog 3/4. Saving and Loading Stat Sheets In this step, Iām setting up JSON saving and loading stat sheets so that I can optimally save and load stats for each player. Devlog 5. What this step accomplishes In this step, Iām connecting to the Highlightly API so that I can get live data from professional volleyball teams and league standings. This way I can also learn about API development my code now calls the Highlightly teams endpoint with the header x-rapidapi."}]...
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Title: Volleyball Stat Tracker by @Tr33Fr0g | Star Title: Volleyball Stat Tracker by @Tr33Fr0g | Stardance
Devlogs:
Project Overview Goals and motivation In this project Iām building a menu driven CLI that records a volleyball players performance, calculates analytics like hitting percentage, kill efficiency, and serve efficeincy, and persists stat sheets and JSON files and connects them to a live sports API for professional league to learn basics of GIt and Github, JSON save/load systems, APIās and command-line tools Devlog 1. Building the Stat Recorder Stat categories and input validation My stat tracker now records kills, errors, attempts, aces, digs, blocks, and sets played. The special rule for sets_played is that it cannot be less than 1 since itās a special stat. Devlog 2. Calculating Volleyball Analytics What this step accomplishes In this next step, Iām building a function to turn regular stats into more readable and relevant volleyball stats Understanding hitting percentage A hitting percentage of .350 means the player is amazing because the formula calculates all players averages and classifies them ex: 20 kills and 50 errors would be a 0.4 hitting percentage 0.400 would be classified as amazing. Devlog 3/4. Saving and Loading Stat Sheets In this step, Iām setting up JSON saving and loading stat sheets so that I can optimally save and load stats for each player. Devlog 5. What this step accomplishes In this step, Iām connecting to the Highlightly API so that I can get live data from professional volleyball teams and league standings. This way I can also learn about API development my code now calls the Highlightly teams endpoint with the header x-rapidapi.
Finished the final part added a new player comparison feature that attempts to pull stats from the current session then from saved JSON files if not found, does the math for analytics for both players, and displays a formatted side-by-side table with arrow indicators showing who leads in each category using cool arrows!
Ships:
what did oyu make? what was challenging? What were you proud of? I created a Volleyball stat tracker with access to Highlightlyās API and features to save using JSONs, load, compare player stats, and more. The most challenging part was learning how APIās worked and making somewhat concrete error handling but I was most proud of the design for a terminal/CLI build...
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1793263856.9606428
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1793350256.9606428
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25899
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Doodle Swing by @VedantBhatnagar | Stardance
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VedantBhatnagar
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1
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5.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-25T18:26:12Z", "hours": 5.0, "multiplier": 6.57, "payout": 0, "blessing": "neutral", "text": "Doodle Swing is a fun physics based puzzle game built using Flutter. It is designed to look like a hand-drawn sketch on a piece of paper", "repo": "https://github.com/vedantbhatnagar949-web/Doodle-Swing", "demo": "https://doodleswing.netlify.app/"}]...
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[{"post_id": 15816, "ts": "202 [{"post_id": 15816, "ts": "2026-06-25T18:19:25Z", "hours": 4.9711, "text": "im working on a Physics based game which has paper animation style graphics isnt that cool"}]...
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Title: Doodle Swing by @VedantBhatnagar | Stardanc Title: Doodle Swing by @VedantBhatnagar | Stardance
Devlogs:
im working on a Physics based game which has paper animation style graphics isnt that cool
Ships:
Doodle Swing is a fun physics based puzzle game built using Flutter. It is designed to look like a hand-drawn sketch on a piece of paper...
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1793260276.6332874
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1793346676.6332874
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25900
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Interactive Periodic Table by @harieshkarth | Star Interactive Periodic Table by @harieshkarth | Stardance...
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harieshkarth
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1
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4.0
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16
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T22:18:03Z", "hours": 4.0, "multiplier": 4.6, "payout": 16, "blessing": "neutral", "text": "This is an interactive periodic table where the user can learn about the various sections of the periodic table by hovering over the colored sections. The code for this project was pretty similar to my last project, so it was much easier to implement the functionality. The only reason it took longer is because of all the art, including the periodic table and the switch, and the text. For this project, I made all the text boxes in Photoshop and imported them as pngās to use in Godot. This is really inefficient, though, so I learned how to format text labels, and thatās what I used for the text near the switch. When I was putting this project on itch, there was one really frustrating bug where the text to the left of the switch was stretched out. I spent probably an hour trying to fix it, but nothing worked. Eventually, I deleted the label and reformatted it, which worked⦠Hey, at least I got it to work eventually! Iām really happy with how this project turned out (especially the switch), and Iām excited to make more!", "repo": "https://github.com/harieshkarth-byte/Interactive-Periodic-Table", "demo": "https://harieshkarth-byte.itch.io/interactive-periodic-table"}]...
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[{"post_id": 16913, "ts": "202 [{"post_id": 16913, "ts": "2026-06-27T13:55:51Z", "hours": 1.9911, "text": "Devlog 2 I finished the interactive periodic table! A lot of the functionality was similar to the atom simulator, so this project took a bit less time to code than that one. In addition to the descriptions that appear when you hover over the sections of the periodic table, I also added a switch to the top. It changes which sections of the periodic table are highlighted, letting the user learn about more groups on the right side. I initially drew each frame of the switch animation, but I eventually settled on using an animation player because I thought it looked better. Overall, Iām really happy with how this project turned out!"}, {"post_id": 15763, "ts": "2026-06-25T17:10:18Z", "hours": 1.5839, "text": "Devlog 1 I just finished making the periodic table and delimiting the different sections with unique colors. The next step will actually be the coding part! Each section currently has an Area2d, and Iām planning to make it so that when you hover over a section, it shows a description of it. Itās similar to what I did for my previous atom simulator project."}]...
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Title: Interactive Periodic Table by @harieshkarth Title: Interactive Periodic Table by @harieshkarth | Stardance
Devlogs:
Devlog 1 I just finished making the periodic table and delimiting the different sections with unique colors. The next step will actually be the coding part! Each section currently has an Area2d, and Iām planning to make it so that when you hover over a section, it shows a description of it. Itās similar to what I did for my previous atom simulator project.
Devlog 2 I finished the interactive periodic table! A lot of the functionality was similar to the atom simulator, so this project took a bit less time to code than that one. In addition to the descriptions that appear when you hover over the sections of the periodic table, I also added a switch to the top. It changes which sections of the periodic table are highlighted, letting the user learn about more groups on the right side. I initially drew each frame of the switch animation, but I eventually settled on using an animation player because I thought it looked better. Overall, Iām really happy with how this project turned out!
Ships:
This is an interactive periodic table where the user can learn about the various sections of the periodic table by hovering over the colored sections. The code for this project was pretty similar to my last project, so it was much easier to implement the functionality. The only reason it took longer is because of all the art, including the periodic table and the switch, and the text. For this project, I made all the text boxes in Photoshop and imported them as pngās to use in Godot. This is really inefficient, though, so I learned how to format text labels, and thatās what I used for the text near the switch. When I was putting this project on itch, there was one really frustrating bug where the text to the left of the switch was stretched out. I spent probably an hour trying to fix it, but nothing worked. Eventually, I deleted the label and reformatted it, which worked⦠Hey, at least I got it to work eventually! Iām really happy with how this project turned out (especially the switch), and Iām excited to make more!...
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1793274794.0338228
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1793361194.0338228
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25933
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God Box Mod in Minecraft 1.20.1 by @thomas_nguyenu God Box Mod in Minecraft 1.20.1 by @thomas_nguyenufh | Stardance...
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thomas_nguyenufh
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T03:31:17Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "If anyone here plays modded Minecraft on 1.20.1, I created a custom item mod where it adds the max amount of the first item to the entire inventory.", "repo": "https://github.com/Cool9Gamer789/GodBox-1.20.1", "demo": "https://drive.google.com/drive/folders/1bQZMtA1iN0vYD-EcWqmkk6U1K7MbUZku?usp=sharing"}]...
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[{"post_id": 18910, "ts": "202 [{"post_id": 18910, "ts": "2026-06-30T03:04:49Z", "hours": 0.8494, "text": "Overrided the default item behavior and then added custom logic for the itemās behavior: adds the full stack of the first item in the hot bar to every empty inventory slot. Logic run-down: use a for loop to iterate through the person inventory and check if the slot is empty, then copy the first item (stored first in a variable) to that empty slot."}, {"post_id": 18850, "ts": "2026-06-30T01:33:41Z", "hours": 0.5742, "text": "In the ModItems Java class, I set up a registry for the custom item. First, we create a differed register using āGodBoxModā which is the custom mod file. Second, use an arrow function to register the item as an object in the game. Third, eventbus is a function that ensures the item is in the game. In the GodBoxMod file (the custom mod file), I added the custom item to the creative tab. Small tasks included (mostly code that took one line): registering the eventbus which is the event of the custom item, set the texture for the custom item in a custom json file, set the title of the custom item (seen in the game) in a custom json file."}]...
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Title: God Box Mod in Minecraft 1.20.1 by @thomas_ Title: God Box Mod in Minecraft 1.20.1 by @thomas_nguyenufh | Stardance
Devlogs:
In the ModItems Java class, I set up a registry for the custom item. First, we create a differed register using āGodBoxModā which is the custom mod file. Second, use an arrow function to register the item as an object in the game. Third, eventbus is a function that ensures the item is in the game. In the GodBoxMod file (the custom mod file), I added the custom item to the creative tab. Small tasks included (mostly code that took one line): registering the eventbus which is the event of the custom item, set the texture for the custom item in a custom json file, set the title of the custom item (seen in the game) in a custom json file.
Overrided the default item behavior and then added custom logic for the itemās behavior: adds the full stack of the first item in the hot bar to every empty inventory slot. Logic run-down: use a for loop to iterate through the person inventory and check if the slot is empty, then copy the first item (stored first in a variable) to that empty slot.
Ships:
If anyone here plays modded Minecraft on 1.20.1, I created a custom item mod where it adds the max amount of the first item to the entire inventory....
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1793264153.977348
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1793350553.977348
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25954
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ĆTHER OS by @SubhamtheBuilder | Stardance
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SubhamtheBuilder
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1
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5.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-26T10:25:25Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Devlog 4 ā āShip Itā Devlog 1 drew the canvas. Devlog 2 built the OS. Devlog 3 cut everything that wasnāt ready. This is the one where ĆTHER OS finally ships. Why I made this I wanted to answer a simple question: How much of a desktop operating system can exist inside a single browser tab using only HTML, CSS, and JavaScript? No React. No Electron. No backend. No build step. Just the browser. The result is ĆTHER OS ver 7 āa complete WebOS with a window manager, virtual filesystem, dock, menu bar, boot sequence, lock screen, and nine built-in applications. What ships 9 fully working applications Custom window manager with drag, resize, snapping, maximize, minimize, and Alt+Tab Virtual filesystem backed by localStorage Animated cosmic desktop with starfield and nebula Boot sequence, notifications, dock, menu bar, shortcuts, and synthesized UI sounds Everything is written in vanilla HTML, CSS, and JavaScript. No runtime dependencies. No build step. Around 5,700 lines of code . The hardest part The window manager. Getting windows to drag, resize, snap, animate, maintain focus, and interact correctly without leaking event listeners took more time than every individual app combined. The biggest lesson was that most bugs werenāt isolated. One bad shared system could create five different symptoms. Fixing the root cause almost always solved multiple problems at once. Am I proud of it? Absolutely. Not because itās perfect, but because I kept cutting until everything left felt solid. Earlier versions had more apps. I removed anything that wasnāt ready to stand beside the rest. Shipping nine polished applications felt far better than shipping unfinished ideas. If youāre testing ĆTHER OS⦠Hereās what Iād recommend trying: Wait through the boot sequence and unlock the system. Open several apps and drag, resize, snap, minimize, and restore the windows. Open Void Navigator , then edit a file in Prism Editor and save it. Open Stellar Terminal and run neofetch , ls , or warp . Open Pulse Monitor and terminate a process (PID 1 has a surprise). Change wallpapers and dock settings in System Core . Triple-click any window titlebar to zoom-cycle. Try using the OS like a desktop for a few minutes. If something breaks, I want to know. What I learned Shipping is its own feature. One source of truth beats syncing multiple copies of data. Event listeners accumulate unless managed carefully. Cutting unfinished features improves the final product. Vanilla JavaScript is more capable than people often give it credit for. Live https://aether-os-ver7.vercel.app ⦠breathe the void ā shipped", "repo": "https://github.com/hyper10203/aether-os", "demo": "https://aether-os-ver7.vercel.app/"}]...
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[{"post_id": 16196, "ts": "202 [{"post_id": 16196, "ts": "2026-06-26T09:57:59Z", "hours": 0.2897, "text": "Devlog 3 ā āver 7ā Devlog 1 drew the canvas. Devlog 2 built the OS. This one was about cutting features, fixing bugs, and shipping something Iām proud to show. Whatās in ver 7 ĆTHER OS ver 7 is a cosmic WebOS built with HTML, CSS, and JavaScript . No framework, no build step, no runtime dependenciesājust one HTML file, one CSS file, four JS files, and ~5,500 lines of code. The apps Ships with 9 built-in apps : Void Navigator ā file explorer with folders, breadcrumbs, drag-and-drop, and wallpaper controls. Stellar Terminal ā 18 commands including ls , cd , mkdir , mv , rm , neofetch , warp , and js . Prism Editor ā line numbers, minimap, find/replace, themes, tabs, and Ctrl+S saving. Starlog ā Markdown notes with search, live preview, and auto-save. Nebula Calc ā scientific mode, DEG/RAD toggle, history, and expression rewriting. Pulse Monitor ā live CPU, Memory, Network, Disk, and GPU charts with a process list. System Core ā wallpapers, uploads, accent colors, dock settings, sounds, and reset. Cosmos Info ā animated system specs and uptime. Shortcuts ā keyboard shortcut reference. Window system Supports draggable titlebars, eight resize handles, edge and corner snapping, double-click maximize, triple-click zoom, minimize-to-dock animations, z-order updates, Alt+Tab switching, and a shared drag state that eliminates listener leaks. Virtual filesystem Everything is backed by one JSON tree stored in localStorage ( aether:fs ). The Terminal, desktop, File Explorer, and editor all use the same data. Move or delete a file anywhere and every app immediately reflects the change. Polish Added custom scrollbars, purple text selection, Google Fonts with preconnect , focused window glow, boot typing effects, dock magnification, spring animations, notification toasts, and six synthesized Web Audio sounds. What I cut Earlier builds contained more apps. I removed everything that wasnāt solid enough to ship. Nine polished apps are better than shipping unfinished features. Bugs fixed Twelve major release blockers, including: Window manager listener leaks Frozen menu bar clock Broken triple-click zoom Volume slider not affecting sound Pulse Monitor interval leak Missing desktop.js Music player syntax error Maximized windows behind the menu bar Ctrl+W closing the browser Scientific calculator layout Calculator expression parsing Starlog auto-save race condition The biggest fix was replacing per-window event listeners with one shared drag system, eliminating multiple unrelated bugs at once. What I learned Cutting is a feature. Shipping fewer polished apps beats shipping more unfinished ones. One source of truth. The virtual filesystem is a single JSON tree shared by every app. Event listeners accumulate. Install shared listeners once instead of per object. Fix root causes. One fix in shared code is better than many patches. Cleanup matters. Every timer or interval created must be cleaned up when a window closes. UI should never lie. If a control exists, it should actually control something. ⦠breathe the void P.S. Devlog was delayed. I forgot to post devlog 2 and just kept building, so Hackatime only shows 16 minutes on this one. The code didnāt write itselfāI simply forgot to log the voyage. ;)"}, {"post_id": 16188, "ts": "2026-06-26T09:32:11Z", "hours": 2.4064, "text": "Devlog 2 ā āBuilding the Voidā Devlog 1 laid the foundation. This week was about turning ĆTHER OS into something that actually feels like an operating system: a real window manager, virtual filesystem, built-in apps, polish, shipping, and a bug-fixing marathon. What I built 1. Window manager The window manager now supports draggable titlebars, eight resize handles, edge and corner snapping, double-click maximize, triple-click zoom, minimize animations to the dock, close animations, and automatic z-order updates. One of the biggest bugs came from installing a new mousemove listener every drag. After enough windows were opened and closed, stale listeners accumulated, dragging became unreliable, and buttons stopped responding. The fix was a single shared drag state with listeners installed once. 2. Virtual filesystem + desktop The filesystem is stored as a JSON tree in localStorage ( aether:fs ). The Terminal supports ls , cd , cat , mkdir , touch , mv , cp , rm , rename , and more. The desktop renders /home/explorer as an icon grid with drag-and-drop, context menus, and File Explorer integration with folders, breadcrumbs, and direct file editing. 3. Apps Built eight core apps: Stellar Terminal ā history, tab completion, neofetch , cowsay , warp , js , and more. Prism Editor ā minimap, tabs, find/replace, themes, and Ctrl+S filesystem saving. Nebula Calc ā scientific mode, DEG/RAD toggle, history, and expression rewriting. Starlog ā Markdown notes with live preview and auto-save. Pulse Monitor ā live CPU, Memory, Network, Disk, and GPU graphs. System Core ā wallpapers, accent colors, dock settings, sounds, and reset. Cosmos Info ā animated specs, uptime, and a hidden matrix-rain easter egg. Shortcuts ā keyboard shortcut reference. 4. Polish Added custom scrollbars, purple selection, Inter + JetBrains Mono fonts, focused window glow, randomized boot typing, dock magnification, spring animations, notification toasts, and six synthesized Web Audio UI sounds. 5. First shipping attempt After deploying to Vercel, I spent thirty minutes using the OS like a real user and found another wave of bugs. The clock froze after unlock, the volume slider wasnāt wired, Ctrl+W closed the browser, the GPU chart was missing, the scientific calculator layout broke, maximized windows hid behind the menu bar, file opening crashed because of a template literal typo, and the window manager listener leak caused multiple unrelated issues. The biggest lesson: fix the root cause, not every symptom. 6. Analytics Integrated @vercel/analytics and @vercel/speed-insights to monitor production traffic and performance. Bugs fixed Thirty-five bugs spotted, including window snapping, Alt+Tab, filesystem edge cases, calculator fixes, audio leaks, notification cleanup, dock magnification, font loading, window manager listener leaks, frozen clock, GPU monitoring, wallpaper caching, Finder title sync, maximized window layout, and The biggest fix was removing duplicated event listeners from the window manager, solving several seemingly unrelated bugs at once. ⦠breathe the void"}, {"post_id": 16114, "ts": "2026-06-26T06:24:27Z", "hours": 1.8642, "text": "Devlog 1 ā āBootā Day 1 of Hack Club Stardance. The cosmic medium takes its first breath. Iāve been sketching this idea for weeks: a full-fledged WebOS that feels like diving into deep space. Today I finally wrote the first line of code. The commit log will be my captainās log. Stardance only ships if you document the voyage, so here goes. What even is ĆTHER OS? ĆTHER (pronounced āay-therā ) is the Greek personification of the upper skyāthe pure, glowing air above the mortal atmosphere. Later, physics borrowed the name for the theoretical medium that fills space and carries light. ĆTHER OS is a desktop environment running entirely in a browser tab: a window manager, menu bar, dock, virtual filesystem, and 12 built-in apps. No backend, no framework, no build stepājust HTML, CSS, and JavaScript . Its design blends glassmorphism with cosmic depth: frosted panels over a parallax starfield with slowly morphing nebulae, using Void Black, Nebula Purple, and Cosmic Cyan. What I built today 1. The stellar scaffold The project consists of one index.html , one styles.css , and four JavaScript modules: core.js ā boot, lock screen, menu bar, dock, notifications, sounds, shortcuts wm.js ā window manager fs.js ā virtual filesystem and desktop apps.js ā all 12 apps No npm, bundler, or framework. Just globals and the DOM. 2. The cosmic background The desktop uses two animated layers: a <canvas> starfield rendered with requestAnimationFrame and a morphing nebula made from blurred radial gradients. Stars belong to near and far layers (parallax factors 18 and 6). Mouse movement is smoothed with: tmx += ( mx - tmx ) * 0.06 ; Near stars receive a cyan halo and subtle twinkle, while the nebula morphs over ~24-second cycles using filter: blur(80px) . 3. Boot sequence The boot log is typed line-by-line using await sleep(...) , alongside a progress bar and ASCII logo. The system announces NEBULA KERNEL v1.0.0 before printing fake kernel logs like: Spawning process init (PID 1) Calibrating cosmic background radiation⦠2.725 K. 4. Lock screen A live clock, date, user avatar, decorative password field (any password works) , and click-anywhere-to-unlock. 5. Menu bar A macOS-style menu bar with the ĆTHER menu, active app name, Wi-Fi, battery, notifications, volume, and live clock. Context menus include working actions like New Window ( Ctrl+N ) , Close ( Ctrl+W ) , and Fullscreen ( F11 ) . 6. Sound engine All UI sounds are synthesized with the Web Audio API through a single helper: beep ( freq , duration , type , vol , slide ) Current sounds include boot, open, close, click, notification, and error. Bugs fixed # Problem Fix 1 Boot text blurred because it lived inside the nebula with filter: blur(80px) . Moved the boot overlay above the nebula layer using z-index . 2 Window z-order never updated. el.style.zIndex = ++zTop on focus. 3 Starfield broke after resize. Added a resize listener that updates and reseeds the canvas. Up next Next comes the window manager: dragging, resizing, minimizing, maximizing, snapping, z-order, spring animations, double-click maximize, triple-click zoom, and finally the dock with magnification. Thatās when ĆTHER starts feeling like an operating system instead of a website. ⦠breathe the void"}]...
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Title: ĆTHER OS by @SubhamtheBuilder | Stardance
Title: ĆTHER OS by @SubhamtheBuilder | Stardance
Devlogs:
Devlog 1 ā āBootā Day 1 of Hack Club Stardance. The cosmic medium takes its first breath. Iāve been sketching this idea for weeks: a full-fledged WebOS that feels like diving into deep space. Today I finally wrote the first line of code. The commit log will be my captainās log. Stardance only ships if you document the voyage, so here goes. What even is ĆTHER OS? ĆTHER (pronounced āay-therā ) is the Greek personification of the upper skyāthe pure, glowing air above the mortal atmosphere. Later, physics borrowed the name for the theoretical medium that fills space and carries light. ĆTHER OS is a desktop environment running entirely in a browser tab: a window manager, menu bar, dock, virtual filesystem, and 12 built-in apps. No backend, no framework, no build stepājust HTML, CSS, and JavaScript . Its design blends glassmorphism with cosmic depth: frosted panels over a parallax starfield with slowly morphing nebulae, using Void Black, Nebula Purple, and Cosmic Cyan. What I built today 1. The stellar scaffold The project consists of one index.html , one styles.css , and four JavaScript modules: core.js ā boot, lock screen, menu bar, dock, notifications, sounds, shortcuts wm.js ā window manager fs.js ā virtual filesystem and desktop apps.js ā all 12 apps No npm, bundler, or framework. Just globals and the DOM. 2. The cosmic background The desktop uses two animated layers: a <canvas> starfield rendered with requestAnimationFrame and a morphing nebula made from blurred radial gradients. Stars belong to near and far layers (parallax factors 18 and 6). Mouse movement is smoothed with: tmx += ( mx - tmx ) * 0.06 ; Near stars receive a cyan halo and subtle twinkle, while the nebula morphs over ~24-second cycles using filter: blur(80px) . 3. Boot sequence The boot log is typed line-by-line using await sleep(...) , alongside a progress bar and ASCII logo. The system announces NEBULA KERNEL v1.0.0 before printing fake kernel logs like: Spawning process init (PID 1) Calibrating cosmic background radiation⦠2.725 K. 4. Lock screen A live clock, date, user avatar, decorative password field (any password works) , and click-anywhere-to-unlock. 5. Menu bar A macOS-style menu bar with the ĆTHER menu, active app name, Wi-Fi, battery, notifications, volume, and live clock. Context menus include working actions like New Window ( Ctrl+N ) , Close ( Ctrl+W ) , and Fullscreen ( F11 ) . 6. Sound engine All UI sounds are synthesized with the Web Audio API through a single helper: beep ( freq , duration , type , vol , slide ) Current sounds include boot, open, close, click, notification, and error. Bugs fixed # Problem Fix 1 Boot text blurred because it lived inside the nebula with filter: blur(80px) . Moved the boot overlay above the nebula layer using z-index . 2 Window z-order never updated. el.style.zIndex = ++zTop on focus. 3 Starfield broke after resize. Added a resize listener that updates and reseeds the canvas. Up next Next comes the window manager: dragging, resizing, minimizing, maximizing, snapping, z-order, spring animations, double-click maximize, triple-click zoom, and finally the dock with magnification. Thatās when ĆTHER starts feeling like an operating system instead of a website. ⦠breathe the void
Devlog 2 ā āBuilding the Voidā Devlog 1 laid the foundation. This week was about turning ĆTHER OS into something that actually feels like an operating system: a real window manager, virtual filesystem, built-in apps, polish, shipping, and a bug-fixing marathon. What I built 1. Window manager The window manager now supports draggable titlebars, eight resize handles, edge and corner snapping, double-click maximize, triple-click zoom, minimize animations to the dock, close animations, and automatic z-order updates. One of the biggest bugs came from installing a new mousemove listener every drag. After enough windows were opened and closed, stale listeners accumulated, dragging became unreliable, and buttons stopped responding. The fix was a single shared drag state with listeners installed once. 2. Virtual filesystem + desktop The filesystem is stored as a JSON tree in localStorage ( aether:fs ). The Terminal supports ls , cd , cat , mkdir , touch , mv , cp , rm , rename , and more. The desktop renders /home/explorer as an icon grid with drag-and-drop, context menus, and File Explorer integration with folders, breadcrumbs, and direct file editing. 3. Apps Built eight core apps: Stellar Terminal ā history, tab completion, neofetch , cowsay , warp , js , and more. Prism Editor ā minimap, tabs, find/replace, themes, and Ctrl+S filesystem saving. Nebula Calc ā scientific mode, DEG/RAD toggle, history, and expression rewriting. Starlog ā Markdown notes with live preview and auto-save. Pulse Monitor ā live CPU, Memory, Network, Disk, and GPU graphs. System Core ā wallpapers, accent colors, dock settings, sounds, and reset. Cosmos Info ā animated specs, uptime, and a hidden matrix-rain easter egg. Shortcuts ā keyboard shortcut reference. 4. Polish Added custom scrollbars, purple selection, Inter + JetBrains Mono fonts, focused window glow, randomized boot typing, dock magnification, spring animations, notification toasts, and six synthesized Web Audio UI sounds. 5. First shipping attempt After deploying to Vercel, I spent thirty minutes using the OS like a real user and found another wave of bugs. The clock froze after unlock, the volume slider wasnāt wired, Ctrl+W closed the browser, the GPU chart was missing, the scientific calculator layout broke, maximized windows hid behind the menu bar, file opening crashed because of a template literal typo, and the window manager listener leak caused multiple unrelated issues. The biggest lesson: fix the root cause, not every symptom. 6. Analytics Integrated @vercel/analytics and @vercel/speed-insights to monitor production traffic and performance. Bugs fixed Thirty-five bugs spotted, including window snapping, Alt+Tab, filesystem edge cases, calculator fixes, audio leaks, notification cleanup, dock magnification, font loading, window manager listener leaks, frozen clock, GPU monitoring, wallpaper caching, Finder title sync, maximized window layout, and The biggest fix was removing duplicated event listeners from the window manager, solving several seemingly unrelated bugs at once. ⦠breathe the void
Devlog 3 ā āver 7ā Devlog 1 drew the canvas. Devlog 2 built the OS. This one was about cutting features, fixing bugs, and shipping something Iām proud to show. Whatās in ver 7 ĆTHER OS ver 7 is a cosmic WebOS built with HTML, CSS, and JavaScript . No framework, no build step, no runtime dependenciesājust one HTML file, one CSS file, four JS files, and ~5,500 lines of code. The apps Ships with 9 built-in apps : Void Navigator ā file explorer with folders, breadcrumbs, drag-and-drop, and wallpaper controls. Stellar Terminal ā 18 commands including ls , cd , mkdir , mv , rm , neofetch , warp , and js . Prism Editor ā line numbers, minimap, find/replace, themes, tabs, and Ctrl+S saving. Starlog ā Markdown notes with search, live preview, and auto-save. Nebula Calc ā scientific mode, DEG/RAD toggle, history, and expression rewriting. Pulse Monitor ā live CPU, Memory, Network, Disk, and GPU charts with a process list. System Core ā wallpapers, uploads, accent colors, dock settings, sounds, and reset. Cosmos Info ā animated system specs and uptime. Shortcuts ā keyboard shortcut reference. Window system Supports draggable titlebars, eight resize handles, edge and corner snapping, double-click maximize, triple-click zoom, minimize-to-dock animations, z-order updates, Alt+Tab switching, and a shared drag state that eliminates listener leaks. Virtual filesystem Everything is backed by one JSON tree stored in localStorage ( aether:fs ). The Terminal, desktop, File Explorer, and editor all use the same data. Move or delete a file anywhere and every app immediately reflects the change. Polish Added custom scrollbars, purple text selection, Google Fonts with preconnect , focused window glow, boot typing effects, dock magnification, spring animations, notification toasts, and six synthesized Web Audio sounds. What I cut Earlier builds contained more apps. I removed everything that wasnāt solid enough to ship. Nine polished apps are better than shipping unfinished features. Bugs fixed Twelve major release blockers, including: Window manager listener leaks Frozen menu bar clock Broken triple-click zoom Volume slider not affecting sound Pulse Monitor interval leak Missing desktop.js Music player syntax error Maximized windows behind the menu bar Ctrl+W closing the browser Scientific calculator layout Calculator expression parsing Starlog auto-save race condition The biggest fix was replacing per-window event listeners with one shared drag system, eliminating multiple unrelated bugs at once. What I learned Cutting is a feature. Shipping fewer polished apps beats shipping more unfinished ones. One source of truth. The virtual filesystem is a single JSON tree shared by every app. Event listeners accumulate. Install shared listeners once instead of per object. Fix root causes. One fix in shared code is better than many patches. Cleanup matters. Every timer or interval created must be cleaned up when a window closes. UI should never lie. If a control exists, it should actually control something. ⦠breathe the void P.S. Devlog was delayed. I forgot to post devlog 2 and just kept building, so Hackatime only shows 16 minutes on this one. The code didnāt write itselfāI simply forgot to log the voyage. ;)
Ships:
Devlog 4 ā āShip Itā Devlog 1 drew the canvas. Devlog 2 built the OS. Devlog 3 cut everything that wasnāt ready. This is the one where ĆTHER OS finally ships. Why I made this I wanted to answer a simple question: How much of a desktop operating system can exist inside a single browser tab using only HTML, CSS, and JavaScript? No React. No Electron. No backend. No build step. Just the browser. The result is ĆTHER OS ver 7 āa complete WebOS with a window manager, virtual filesystem, dock, menu bar, boot sequence, lock screen, and nine built-in applications. What ships 9 fully working applications Custom window manager with drag, resize, snapping, maximize, minimize, and Alt+Tab Virtual filesystem backed by localStorage Animated cosmic desktop with starfield and nebula Boot sequence, notifications, dock, menu bar, shortcuts, and synthesized UI sounds Everything is written in vanilla HTML, CSS, and JavaScript. No runtime dependencies. No build step. Around 5,700 lines of code . The hardest part The window manager. Getting windows to drag, resize, snap, animate, maintain focus, and interact correctly without leaking event listeners took more time than every individual app combined. The biggest lesson was that most bugs werenāt isolated. One bad shared system could create five different symptoms. Fixing the root cause almost always solved multiple problems at once. Am I proud of it? Absolutely. Not because itās perfect, but because I kept cutting until everything left felt solid. Earlier versions had more apps. I removed anything that wasnāt ready to stand beside the rest. Shipping nine polished applications felt far better than shipping unfinished ideas. If youāre testing ĆTHER OS⦠Hereās what Iād recommend trying: Wait through the boot sequence and unlock the system. Open several apps and drag, resize, snap, minimize, and restore the windows. Open Void Navigator , then edit a file in Prism Editor and save it. Open Stellar Terminal and run neofetch , ls , or warp . Open Pulse Monitor and terminate a process (PID 1 has a surprise). Change wallpapers and dock settings in System Core . Triple-click any window titlebar to zoom-cycle. Try using the OS like a desktop for a few minutes. If something breaks, I want to know. What I learned Shipping is its own feature. One source of truth beats syncing multiple copies of data. Event listeners accumulate unless managed carefully. Cutting unfinished features improves the final product. Vanilla JavaScript is more capable than people often give it credit for. Live https://aether-os-ver7.vercel.app ⦠breathe the void ā shipped...
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Nth Digit of Pi by @Hadi | Stardance
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Hadi
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1
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4.41
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7
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-25T22:15:18Z", "hours": 4.0, "multiplier": 2.1, "payout": 7, "blessing": "neutral", "text": "Hi there, today I worked on building Nth digit of Pi. I was just watching a udemy course on python when I finished the main contents and was given the option to make my own python project. Then I found the Idea to make a program that makes the Nth digit of pi. After learning mpmath and how to use it to compute digits of pi, I created the basic script. However, I didnāt want this time to go to waste, so I decided to turn this into a shippable project. After about 2 hours of learning how to use PyQt6(My first time using it) instead of Tkinter, I finally figured out how to make a label, a text input, and a push button to give the output. I used my old function for the logic, and then with the help of AI I was able to turn this into a github repo and add a v1 release for the project. I feel like I learnt a lot in terms of building GUI with python and I believe that I now know the logistics behind PyQt6 and canāt wait to build more things with it. In future releases I would like to make it look more better and maybe I could add this project to a later project like a math tools menu or something.", "repo": "https://github.com/hadidihighway/Nth-Digit-of-PI", "demo": "https://github.com/hadidihighway/Nth-Digit-of-PI/releases/tag/v1.0.1"}]...
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[{"post_id": 16491, "ts": "202 [{"post_id": 16491, "ts": "2026-06-26T20:44:24Z", "hours": 0.4114, "text": "Added error detection so you can no longer input a number less than or equal to 0."}, {"post_id": 15945, "ts": "2026-06-25T22:08:25Z", "hours": 0.5747, "text": "Added exe file and committed to github so I can make the demo link for the very first ship! I donāt really know what Iām planning to do later but at least I can get it out there and ship it now(Hopefully)."}, {"post_id": 15919, "ts": "2026-06-25T21:24:12Z", "hours": 1.6136, "text": "Learned a bit of PyQt6 so I can turn this into an actual app people can use. It honestly took a while to learn because I only used Tkinter so far in my python journey, but yeah I made my simple function into a working GUI! Next Iām planning to work on making the GUI look more neater and maybe add some designing and then yeah I guess Iām done with the project and then I can ship it."}, {"post_id": 15835, "ts": "2026-06-25T19:07:03Z", "hours": 1.3403, "text": "Spent 1 hour learning mpmath and made a project to help you find the nth digit of pi."}]...
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Title: Nth Digit of Pi by @Hadi | Stardance
Devlo Title: Nth Digit of Pi by @Hadi | Stardance
Devlogs:
Spent 1 hour learning mpmath and made a project to help you find the nth digit of pi.
Learned a bit of PyQt6 so I can turn this into an actual app people can use. It honestly took a while to learn because I only used Tkinter so far in my python journey, but yeah I made my simple function into a working GUI! Next Iām planning to work on making the GUI look more neater and maybe add some designing and then yeah I guess Iām done with the project and then I can ship it.
Added exe file and committed to github so I can make the demo link for the very first ship! I donāt really know what Iām planning to do later but at least I can get it out there and ship it now(Hopefully).
Added error detection so you can no longer input a number less than or equal to 0.
Ships:
Hi there, today I worked on building Nth digit of Pi. I was just watching a udemy course on python when I finished the main contents and was given the option to make my own python project. Then I found the Idea to make a program that makes the Nth digit of pi. After learning mpmath and how to use it to compute digits of pi, I created the basic script. However, I didnāt want this time to go to waste, so I decided to turn this into a shippable project. After about 2 hours of learning how to use PyQt6(My first time using it) instead of Tkinter, I finally figured out how to make a label, a text input, and a push button to give the output. I used my old function for the logic, and then with the help of AI I was able to turn this into a github repo and add a v1 release for the project. I feel like I learnt a lot in terms of building GUI with python and I believe that I now know the logistics behind PyQt6 and canāt wait to build more things with it. In future releases I would like to make it look more better and maybe I could add this project to a later project like a math tools menu or something....
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1793289374.7983077
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1793375774.7983077
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25968
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Simple Calc by @dim | Stardance
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dim
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1
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2.0
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2
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-23T09:38:59Z", "hours": 2.0, "multiplier": 1.13, "payout": 2, "blessing": "neutral", "text": "I made a claculator with html. It was challenging to set up the editor. Im proud because its my first html project. Its just a normal calculator which took me way too much time to make.", "repo": "https://github.com/the-dimpol-13/calc-html", "demo": "https://the-dimpol-13.itch.io/simple-calc"}]...
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[{"post_id": 52925, "ts": "202 [{"post_id": 52925, "ts": "2026-08-23T09:35:33Z", "hours": 1.6728, "text": "This was my first html project.Most of the time i spent on this was for seting up the editor for which i used ai but only for this part. It has the standard calculator design with all the numbers, symbols, clear and backspace and i have uploaded it on itch.io for the demo."}]...
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Title: Simple Calc by @dim | Stardance
Devlogs:
T Title: Simple Calc by @dim | Stardance
Devlogs:
This was my first html project.Most of the time i spent on this was for seting up the editor for which i used ai but only for this part. It has the standard calculator design with all the numbers, symbols, clear and backspace and i have uploaded it on itch.io for the demo.
Ships:
I made a claculator with html. It was challenging to set up the editor. Im proud because its my first html project. Its just a normal calculator which took me way too much time to make....
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1793249300.153722
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Flamebringer by @hippoprogrammer | Stardance
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hippoprogrammer
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-25T19:11:27Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Itās really basic, but its a Discord poll bot. It does really specific things, but I find it cool x3 Unfortunately due to its codebase one must self-host it - its just a Docker Compose project so the usual commands will get it going.", "repo": "https://github.com/HippoProgrammer/flamebringer", "demo": "https://github.com/HippoProgrammer/flamebringer/releases"}]...
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[{"post_id": 15838, "ts": "202 [{"post_id": 15838, "ts": "2026-06-25T19:09:43Z", "hours": 2.6314, "text": "Initial release! This bot allows for customisable poll lengths in Discord, removing the preset time limits. Admittedly, it is completely locked to the specific use-case: namely providing polls for the āHalls of Solarisā - a simulated legislature in the NationStates region of Starlight."}]...
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Title: Flamebringer by @hippoprogrammer | Stardanc Title: Flamebringer by @hippoprogrammer | Stardance
Devlogs:
Initial release! This bot allows for customisable poll lengths in Discord, removing the preset time limits. Admittedly, it is completely locked to the specific use-case: namely providing polls for the āHalls of Solarisā - a simulated legislature in the NationStates region of Starlight.
Ships:
Itās really basic, but its a Discord poll bot. It does really specific things, but I find it cool x3 Unfortunately due to its codebase one must self-host it - its just a Docker Compose project so the usual commands will get it going....
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1793299730.5652328
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1793386130.5652328
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25987
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"I want to learn HTML, CSS, and basic JavaScri "I want to learn HTML, CSS, and basic JavaScript to build a beautiful, responsive NASA Astronomy Picture of the Day webs by @AbhiPro | Stardance...
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AbhiPro
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1
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3.0
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5
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T17:34:51Z", "hours": 3.0, "multiplier": 1.78, "payout": 5, "blessing": "neutral", "text": "I made a minimal website to present NASAās daily photo and caption. The main challenge was to get the picture from NASA to host it on the website it was throwing many errors. After tweaking and fixing the code it worked. Need to wait for about 30 seconds and if it says connection error please reload the page.", "repo": "https://github.com/AbhinavKoppolu/STARDANCE-HACKATHON", "demo": "https://stardance-hackathon.vercel.app/"}]...
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[{"post_id": 16434, "ts": "202 [{"post_id": 16434, "ts": "2026-06-26T18:59:24Z", "hours": 2.7364, "text": "I have ran into some roadblocks and tried to fix it after about 1 hour of debugging I finally completed the full simple website"}]...
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Title: "I want to learn HTML, CSS, and basic J Title: "I want to learn HTML, CSS, and basic JavaScript to build a beautiful, responsive NASA Astronomy Picture of the Day webs by @AbhiPro | Stardance
Devlogs:
I have ran into some roadblocks and tried to fix it after about 1 hour of debugging I finally completed the full simple website
Ships:
I made a minimal website to present NASAās daily photo and caption. The main challenge was to get the picture from NASA to host it on the website it was throwing many errors. After tweaking and fixing the code it worked. Need to wait for about 30 seconds and if it says connection error please reload the page....
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1793303372.1603994
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1793389772.1603994
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26001
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Project Muniris by @shbebeek | Stardance
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shbebeek
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1
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120.2
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1013
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T05:31:47Z", "hours": 119.0, "multiplier": 8.54, "payout": 1013, "blessing": "neutral", "text": "This is my first ever fully finished Unity game, named Muniris! It is a 2-player action adventure game that combines RPG and shooter-based mechanics to make for dynamic and differentiating playstyles for everyone. Each player has a left and right hand that control different purposes: the left hand performs magic attacks/items, and the right hand shoots whatever gun you have equipped. Each player can choose their own loadout and upgrade their items along the way. To check out the project take a look at the README of my GitHub repo, as it contains info on which version you can play depending on your operating system. Enjoy!", "repo": "https://github.com/shbebeek/Muniris", "demo": "https://gamejolt.com/games/muniris-online/1100476"}]...
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[{"post_id": 72059, "ts": "202 [{"post_id": 72059, "ts": "2026-09-22T03:03:44Z", "hours": 1.2, "text": "Another quick update, I made another build of the game that is includes compatibility with Windows, where the player starts off with a couple of items and a bit farther ahead in the game. I thought that the browser version would work for non-Mac users but I realize now that the servers really canāt run Muniris very well. Thanks for your patience everyone!"}, {"post_id": 69953, "ts": "2026-09-18T03:55:04Z", "hours": 5.1333, "text": "Hi guys, one last quick log. Iāve been working to ship Munirism over the last couple of days and ran into a bunch of computer issues due to itch.io not being able to take files more than 1 gb in size (and my computer kept crashing every time I tried to build the game). Thankfully, I got a working link to play on a browser and a link to the Mac download of the project for people who would like better frame rate optimizations. Since I canāt submit 2 test links, Iāll give the Mac download here: https://gamejolt.com/games/muniris/1100442 . Thanks everyone!"}, {"post_id": 68963, "ts": "2026-09-16T03:50:51Z", "hours": 9.4, "text": "Good evening fellow coders, this is my final devlog for Project Muniris! I added in all of the mechanics that I wanted to into this final portion of the game and it is finally ready to be shipped. To summarize what I did, I made a bite-size castle area where there is a HUGE enemy gauntlet, which contains a final climb to the top of the hourglass that has been tantalizing the player ever since they entered the game. Since the castle is so high up that you can see past the boundary walls, I added a dense fog at the bottom of the castle that respawns you if you fall just in case the player fails any of the challenges. I created one final enemy type, that being an RPG turret, which essentially can shoot tons of missiles that seek out the players. Additionally, the last gun, the sniper rifle, was a fun time to speed develop since I realized that the mouse sensitivity was WAY too high for the player to reliably shoot when the rifle was zoomed in all the way. Due to this observation, I tweaked the mouse sensitivity via scripting so that when the camera is not zoomed in, it has a greater mouse sensitivity than when it is. Furthermore, I finally added a bunch of musical/sound assets into the game! All of the bullets from enemy and player fire have sound effects added to them. Each area also has a unique track to it, making them stand out from one another. While each track may not be musical, I made sure to find a bunch of immersive sound effects to increase the playerās auditory connection with the game. All in all, it feels very bittersweet writing this devlog, as it is the capstone to one of my longest and most passionate projects ever. Iām really thankful to the Stardance team for creating this program, as the community it developed really helped motivate me along the way. Most of all, thank you to you guys as well! Reading your comments and seeing what other people are doing has been really fun the past couple of months. Best of luck everyone!"}, {"post_id": 67858, "ts": "2026-09-14T04:19:41Z", "hours": 6.0667, "text": "Hey everyone, this is probably going to be one of my last devlogs for this project, as it is nearing completion. For starters, I finished the tundra area today, which combined my original idea of 2 separate mountain and āheavy weatherā areas. It is a much more open area that the player is free to explore, but requires the double jump and dash to get into. At this point in time, all I really have left to do is create a quick ending area in the form of a castle, where the player will infiltrate the area and get to a giant hourglass at the end marking the finale of the game. I still have to create a new gun for the ending, and Iām leaning towards a sniper rifle. Since the player will have had tons of experience with the right-hand guns for a while, Iām thinking of making the sniper a bit harder to aim but having lots of damage as a tradeoff. Additionally, I added a bunch of snow particles falling from the sky to simulate a snowstorm, and it actually turned out pretty well! Due to occlusion culling, the framerate can actually survive all the snow being generated, and allowed me to create a lot it. Lastly, I added a tiny script that changed the skybox when you enter the area so that it seems cloudy instead of sunny, just so that the snow doesnāt seem like itās appearing out of nowhere. As a personal anecdote, this project has been really fun to create the past couple of months, and has seriously boosted my design/programming skills (and time management). There will probably be one more devlog before I ship Project Muniris, but in any case I just wanted to share my thoughts on my journey through Stardance here."}, {"post_id": 67111, "ts": "2026-09-13T05:25:35Z", "hours": 8.3, "text": "Hi again fellow devs, over the course of the week I have been working on a bunch of stuff that I am excited to share. First off, I finished up the mine mini dungeon, where the player has to hit switches in order to unlock gates and progress throughout the area. It isnāt the most complex of puzzles but it gets the job done in a 3d platformer/shooter. Secondly, I added in 2 new abilities: the double jump and the dash. Essentially, via giving each player an extra jump whenever theyāre in the air, I can enable them to double jump, and when they dash I simply set the non-vertical movement speed very high for a quick moment. I initially had some problems with the dash where it could send you flying upward if you collided with terrain/obstacles, but I mitigated how far up it can send you when you collide with other objects. Past these abilities, I am currently in the middle of a snowfield area, where the players will have to use both of their new movement abilities to traverse the area and make it to their final destination, the castle. Iāve decided to make it so that any currency you collected along the way in the game will be displayed at the end, and you will be able to see both your completion percentage and your total run time. I donāt think the game should take too long to beat, so Iām trying to make it have some replay value along the way. One last thing I forgot to mention was that I spent a bunch of time fixing the jump, since the coyote time would make your jump seem to blast off in the air super high. I know I said I fixed this problem in my past devlogs, but it seemed to keep coming back for whatever reason. Now though, I am happy to say that I fixed the error via taking a deeper look at when the coyote time should reset back to 0.2 seconds (any time above 0 means you can still jump after you fall off a ledge). In total, this game is almost finished, I just have to add 1 more area and give it a thorough run-through!"}, {"post_id": 65758, "ts": "2026-09-11T03:24:26Z", "hours": 5.7667, "text": "Hi developers, I just finished the base layout for the mine system that I am developing as one of the final areas of the game. At this point in time, I am trying to finish the mine area, create a quick mountain area, and make a short castle segment that acts as the final challenge of the game. Since the game is open world, little hints and clues as to where items might be located are scattered around the world now. Additionally, I worked on some post-processing effects for the mine area, which is why it is so dark on the right side of the screen compared to the left side; I will eventually add post-processing for all areas once I finish all the other parts of the game. In terms of item adjustments, I made it so that the chakram has a point light attached to it that can act as a miniature burst of light in dark areas. My last thing for now is a little issue that I ran into while adjusting the lighting for the game. Essentially, I switched from baking lighting back to generating realtime lighting because I realized that my computer canāt really handle baking lighting for so many objects in the scene, so I wanted to just generate it all in realtime to make things easier. After I tweaked these settings and generated the new lighting, I pressed play and the game totally nuked itself. Every game object had broken out of its hierarchy and 75% of them were straight up missing/deleted (all they left behind were empty transforms). I tried for a while to recover the scene but nothing was working, and eventually I had to force quit Unity due to it having stopped responding to my inputs. After I reopened Unity, the scene was back to normal! All in all, lesson learned to not panic when all seems lost and to not upset grumpy old Unity about lighting anymore."}, {"post_id": 64589, "ts": "2026-09-09T03:06:19Z", "hours": 3.2667, "text": "Hello everyone, today I worked on fixing the player UI and coded the chakram left-hand item Iāve been working on. After seeing that at different screen sizes/resolutions the UI would change shape and position, I adjusted the anchors of each UI element and made sure that they looked nice together no matter the screen size. The chakram ability turned out very nice, as with the additional fire/spark fx it feels pretty cool to throw around. I made it so that the chakram will interact with any physics object, meaning that it can bounce around a bunch before returning to the player. Looking ahead to the next area, I am thinking of a maze-like mine segment where the player will get either a new gun or the dash ability. See you all next time!"}, {"post_id": 63978, "ts": "2026-09-08T02:19:27Z", "hours": 8.8, "text": "Hello fellow devs, writing this now I realize that this game has gotten to a pretty large scale and I might not have time to finish everything I wanted to do with this game before I ship it. HOWEVER, I will be working my hardest to make sure that this game still contains the core aspects of what I wanted it to be. Speaking of, I made a whole new āforest hideoutā area where there are a lot of enemies and slight platforming challenges. I coded in moving platforms that essentially just move around using an animation, and when the player jumps on one their parent transform is linked to the platform so that the camera doesnāt fall off. Furthermore, I finally added locked doors to the game, so the player has to first find some keys before they can open certain doors in this area. At the end of the hideout, I am working on a chakram left-hand ability that will be able to return to the player after being thrown, acting sort of like a boomerang. During the middle of the development of this area, the framerate dropped like CRAZY and I had to take a whole bunch of time to fix the parameters of the game so that it could run better. To sum up all the changes I made, I added occlusion culling, baked lighting for static objects, and tweaked the rendering distance for terrain like trees and grass. Lastly, I tuned up the playerās jump because it was getting really random jump heights and I wanted to make it more consistent. All in all, this project is going great and I canāt wait to ship it to all of you!"}, {"post_id": 62548, "ts": "2026-09-06T00:11:13Z", "hours": 8.6, "text": "Hey guys, I just finished up the left-hand healing item that Iāve been hinting at in my recent devlogs. It is a magic bottle that will heal you up at the cost of magic. I used a special visual fx in order to make the heal seem more āmagical.ā I also heavily tweaked the enemy vision system so that the enemies can see the secondary player and choose to aim at them instead of just the primary player. Currently I am trying to fix a problem where the UI will go crazy if you resize the screen, so I will be working on that from now on. Other than that, I also fixed an error where only the secondary playerās health ui would update, leading to both the primary playerās health and game over screen being stuck on the wrong camera. Best of luck everyone!"}, {"post_id": 58491, "ts": "2026-08-30T22:13:10Z", "hours": 6.2667, "text": "Hey everyone, long time since I posted here. Last week I realized that inside of my areas, there are not a lot of rewards given to the player in terms of their stats. So, instead of developing that new left-hand item I talked about in my last devlog, I decided to make an upgrade system where the player can receive health, magic, or stamina upgrades scattered around chests throughout the world. I also added a little series of clues to get the key and the eventual healing item hidden in the lake of this region through visual cues (ex. a heart-shaped rock formation) and text written on the walls of certain shelters. See you guys next time!"}, {"post_id": 53431, "ts": "2026-08-23T23:40:01Z", "hours": 3.7667, "text": "Hi guys! Today I finished up the code and tuning for both the rpg and mech enemy that I have been designing the past couple of days. I added a cool explosion to the gun whenever the bullet collides with an object, which creates some really cool visual effects. However, the bullet will still explode underwater; since Iām thinking of having a feature of being underwater that your guns misfire anyways, Iāll just keep this effect for now. With the new gun item and enemies all finished up, I am excited to say that I am almost done with this lake area. I am proud to say that it is of a much better quality than the tutorial area and is heavily focused on platforming, which will hopefully generate some fun chaos with 2 people playing at the same time. The last thing I have to do with this area is give it a proper āfinal upgrade.ā Iām thinking of it being a healing item you can use with your left hand that takes a lot of magic but slowly heals you up. See you all later!"}, {"post_id": 51974, "ts": "2026-08-21T23:36:52Z", "hours": 3.3, "text": "Hey guys, quick update here. Lately Iāve been working on a heat-seeking missile, and although I encountered a lot of different bugs today I finished the weapon up (kind of). Iām using a software called Linq to filter out enemies and get the closest one to the missile, but a problem I encountered is that the algorithm doesnāt account for colliders between the missile and the enemy. Iāve tried a bunch of stuff such as raycasting and Physics.linecast, but nothing seems to be working. Iām gonna take a break for today and come back tomorrow with a fresh mindset. Other than that, I also am finishing up a āmechā enemy that has different pieces of it you have to destroy in order to kill it. Iāll give a bigger explanation of this enemy when I finish it. Thanks for reading!"}, {"post_id": 51426, "ts": "2026-08-21T03:53:02Z", "hours": 8.7333, "text": "Greetings fellow developers, as of right now I have been furthering development on the lake area of the game right outside the tutorial. Development is progressing well, and I am just about finished with the overall design of the area. On the programming side, I have been working on āheat-seekingā missiles that will be the reward for the player in the form of a new right-handed weapon at the end of the area. Iām thinking of having a key to a chest being hidden at the top of the area and the player has to dive down to the deepest part of the lake to open the chest in order to make the area loop in on itself. If anybody has any ideas for left-handed items let me know!"}, {"post_id": 47900, "ts": "2026-08-16T05:25:50Z", "hours": 4.7, "text": "Whatās up everyone, over the last couple of days Iāve been working towards finishing up the lake area. This area is mainly focusing on platforming and refining the platforming that is seen inside of the tutorial area, as I feel as if that area has some janky features. I will eventually add enemies and some mini-bosses to fight while you are jumping from rock to rock, but as said before this is mainly for the spectacle and the platforming. I am thinking about adding some sort of a movement ability at the end of this area to reward the player, but I do not want to overpower the player too much at the beginning of the game. If you have any ideas please comment them down below, they would be well appreciated!"}, {"post_id": 46897, "ts": "2026-08-14T13:19:17Z", "hours": 5.1, "text": "Hey everyone, quick update here. Iām currently in the process of making a beach area to highlight the water effect that I developed over the past couple of days. I added a bunch of different terrain textures and tree assets, so the area itself should look a little different than the typical forest/grassy area of the tutorial. I hope to add some post-processing for outside of the water eventually as well."}, {"post_id": 45235, "ts": "2026-08-11T16:04:46Z", "hours": 8.5333, "text": "Today I finished up a new ladder system and the water post-processing effects, alongside a much-needed tuning of base speeds, maximum velocities, and the different forces added to the player (for example the jumping force). I noticed that in the vertical platforming sections I did not add shortcuts to get back up in case the player fell all the way back down, so I decided to add a ladder system that will extend down when the player reaches a certain spot. Furthermore, with the water system being finished up, I can now focus on making more unique areas of the map and creating engaging gameplay instead of just tutorial and test areas. See you guys soon!"}, {"post_id": 42060, "ts": "2026-08-06T16:50:40Z", "hours": 4.0333, "text": "Hey everyone, itās been a while. Currently I am trying to implement a water mechanic inside of the game where players can enter the water and swim freely without the effects of gravity. Mechanics are working well to my surprise, and the only thing left to really work on is the post-processing for when you dive in. Unfortunately, I realized that the jump mechanic has to be kind of reworked due to the fact that the player does not have control over their momentum after they jump, making platforming way harder. All in all, development is trucking along."}, {"post_id": 37917, "ts": "2026-07-30T22:28:39Z", "hours": 3.8667, "text": "At this point in time, I finished fixing up the UI system so that the 2 different players are both able to control their separate canvases, while there remains a large canvas that encompasses the entirety of the screen. This can be utilized through the time slower item, for example, as the entire screen is scene through a blue lens when the item is used. Furthermore, I added a house next to a dry lake (at the moment), and will figure out how to add a water mechanic to the game that will require certain items for the players to swim across. Lastly, in order to enter the first eventual ādungeonā of the game, players will need to get the attention of the big dragon in the sky that was added recently. It currently just roams around from point to point but when the players get to a specific point they will need to utilize its positioning."}, {"post_id": 36110, "ts": "2026-07-28T00:09:04Z", "hours": 2.5, "text": "Currently I am working on making a UI system that can fit both players. I have 3 separate canvases all controlled by a main UI Manager script. Basically, there is 1 canvas for each player and then there is 1 canvas that covers both playersā screens."}, {"post_id": 33509, "ts": "2026-07-23T14:54:08Z", "hours": 1.5667, "text": "I just finished integrating the second playerās movement and UI into the game. I made it so that the 2 players share a common magic meter, which is a circular ring in the center of the screen. I try to make the gameplay require cooperation as much as possible via having both players share certain game mechanics such as their magic. With that, I have also finished the enemy tutorial area!"}, {"post_id": 32678, "ts": "2026-07-22T00:03:43Z", "hours": 2.8, "text": "I am currently working on the 2-player functionality of the code for this game. Since some of Unityās canvas assets are not built for 2-player unless you update them in a certain way, I have to manually go in and update my scripts to make the world objects function as expected. All in all, development is rocky but progressing."}, {"post_id": 31768, "ts": "2026-07-20T12:38:29Z", "hours": 4.4667, "text": "I just finished the chest system as well as the coin system. Taps are the standard currency and joules are a rare currency that can net you cool items that wouldnāt be available normally."}, {"post_id": 23766, "ts": "2026-07-06T21:56:29Z", "hours": 3.5333, "text": "Just finished the enemy code to track down the player and try to shoot the player, it has been a little rough with the balancing but development is going well on the programming side."}]...
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Title: Project Muniris by @shbebeek | Stardance
D Title: Project Muniris by @shbebeek | Stardance
Devlogs:
Just finished the enemy code to track down the player and try to shoot the player, it has been a little rough with the balancing but development is going well on the programming side.
I just finished the chest system as well as the coin system. Taps are the standard currency and joules are a rare currency that can net you cool items that wouldnāt be available normally.
I am currently working on the 2-player functionality of the code for this game. Since some of Unityās canvas assets are not built for 2-player unless you update them in a certain way, I have to manually go in and update my scripts to make the world objects function as expected. All in all, development is rocky but progressing.
I just finished integrating the second playerās movement and UI into the game. I made it so that the 2 players share a common magic meter, which is a circular ring in the center of the screen. I try to make the gameplay require cooperation as much as possible via having both players share certain game mechanics such as their magic. With that, I have also finished the enemy tutorial area!
Currently I am working on making a UI system that can fit both players. I have 3 separate canvases all controlled by a main UI Manager script. Basically, there is 1 canvas for each player and then there is 1 canvas that covers both playersā screens.
At this point in time, I finished fixing up the UI system so that the 2 different players are both able to control their separate canvases, while there remains a large canvas that encompasses the entirety of the screen. This can be utilized through the time slower item, for example, as the entire screen is scene through a blue lens when the item is used. Furthermore, I added a house next to a dry lake (at the moment), and will figure out how to add a water mechanic to the game that will require certain items for the players to swim across. Lastly, in order to enter the first eventual ādungeonā of the game, players will need to get the attention of the big dragon in the sky that was added recently. It currently just roams around from point to point but when the players get to a specific point they will need to utilize its positioning.
Hey everyone, itās been a while. Currently I am trying to implement a water mechanic inside of the game where players can enter the water and swim freely without the effects of gravity. Mechanics are working well to my surprise, and the only thing left to really work on is the post-processing for when you dive in. Unfortunately, I realized that the jump mechanic has to be kind of reworked due to the fact that the player does not have control over their momentum after they jump, making platforming way harder. All in all, development is trucking along.
Today I finished up a new ladder system and the water post-processing effects, alongside a much-needed tuning of base speeds, maximum velocities, and the different forces added to the player (for example the jumping force). I noticed that in the vertical platforming sections I did not add shortcuts to get back up in case the player fell all the way back down, so I decided to add a ladder system that will extend down when the player reaches a certain spot. Furthermore, with the water system being finished up, I can now focus on making more unique areas of the map and creating engaging gameplay instead of just tutorial and test areas. See you guys soon!
Hey everyone, quick update here. Iām currently in the process of making a beach area to highlight the water effect that I developed over the past couple of days. I added a bunch of different terrain textures and tree assets, so the area itself should look a little different than the typical forest/grassy area of the tutorial. I hope to add some post-processing for outside of the water eventually as well.
Whatās up everyone, over the last couple of days Iāve been working towards finishing up the lake area. This area is mainly focusing on platforming and refining the platforming that is seen inside of the tutorial area, as I feel as if that area has some janky features. I will eventually add enemies and some mini-bosses to fight while you are jumping from rock to rock, but as said before this is mainly for the spectacle and the platforming. I am thinking about adding some sort of a movement ability at the end of this area to reward the player, but I do not want to overpower the player too much at the beginning of the game. If you have any ideas please comment them down below, they would be well appreciated!
Greetings fellow developers, as of right now I have been furthering development on the lake area of the game right outside the tutorial. Development is progressing well, and I am just about finished with the overall design of the area. On the programming side, I have been working on āheat-seekingā missiles that will be the reward for the player in the form of a new right-handed weapon at the end of the area. Iām thinking of having a key to a chest being hidden at the top of the area and the player has to dive down to the deepest part of the lake to open the chest in order to make the area loop in on itself. If anybody has any ideas for left-handed items let me know!
Hey guys, quick update here. Lately Iāve been working on a heat-seeking missile, and although I encountered a lot of different bugs today I finished the weapon up (kind of). Iām using a software called Linq to filter out enemies and get the closest one to the missile, but a problem I encountered is that the algorithm doesnāt account for colliders between the missile and the enemy. Iāve tried a bunch of stuff such as raycasting and Physics.linecast, but nothing seems to be working. Iām gonna take a break for today and come back tomorrow with a fresh mindset. Other than that, I also am finishing up a āmechā enemy that has different pieces of it you have to destroy in order to kill it. Iāll give a bigger explanation of this enemy when I finish it. Thanks for reading!
Hi guys! Today I finished up the code and tuning for both the rpg and mech enemy that I have been designing the past couple of days. I added a cool explosion to the gun whenever the bullet collides with an object, which creates some really cool visual effects. However, the bullet will still explode underwater; since Iām thinking of having a feature of being underwater that your guns misfire anyways, Iāll just keep this effect for now. With the new gun item and enemies all finished up, I am excited to say that I am almost done with this lake area. I am proud to say that it is of a much better quality than the tutorial area and is heavily focused on platforming, which will hopefully generate some fun chaos with 2 people playing at the same time. The last thing I have to do with this area is give it a proper āfinal upgrade.ā Iām thinking of it being a healing item you can use with your left hand that takes a lot of magic but slowly heals you up. See you all later!
Hey everyone, long time since I posted here. Last week I realized that inside of my areas, there are not a lot of rewards given to the player in terms of their stats. So, instead of developing that new left-hand item I talked about in my last devlog, I decided to make an upgrade system where the player can receive health, magic, or stamina upgrades scattered around chests throughout the world. I also added a little series of clues to get the key and the eventual healing item hidden in the lake of this region through visual cues (ex. a heart-shaped rock formation) and text written on the walls of certain shelters. See you guys next time!
Hey guys, I just finished up the left-hand healing item that Iāve been hinting at in my recent devlogs. It is a magic bottle that will heal you up at the cost of magic. I used a special visual fx in order to make the heal seem more āmagical.ā I also heavily tweaked the enemy vision system so that the enemies can see the secondary player and choose to aim at them instead of just the primary player. Currently I am trying to fix a problem where the UI will go crazy if you resize the screen, so I will be working on that from now on. Other than that, I also fixed an error where only the secondary playerās health ui would update, leading to both the primary playerās health and game over screen being stuck on the wrong camera. Best of luck everyone!
Hello fellow devs, writing this now I realize that this game has gotten to a pretty large scale and I might not have time to finish everything I wanted to do with this game before I ship it. HOWEVER, I will be working my hardest to make sure that this game still contains the core aspects of what I wanted it to be. Speaking of, I made a whole new āforest hideoutā area where there are a lot of enemies and slight platforming challenges. I coded in moving platforms that essentially just move around using an animation, and when the player jumps on one their parent transform is linked to the platform so that the camera doesnāt fall off. Furthermore, I finally added locked doors to the game, so the player has to first find some keys before they can open certain doors in this area. At the end of the hideout, I am working on a chakram left-hand ability that will be able to return to the player after being thrown, acting sort of like a boomerang. During the middle of the development of this area, the framerate dropped like CRAZY and I had to take a whole bunch of time to fix the parameters of the game so that it could run better. To sum up all the changes I made, I added occlusion culling, baked lighting for static objects, and tweaked the rendering distance for terrain like trees and grass. Lastly, I tuned up the playerās jump because it was getting really random jump heights and I wanted to make it more consistent. All in all, this project is going great and I canāt wait to ship it to all of you!
Hello everyone, today I worked on fixing the player UI and coded the chakram left-hand item Iāve been working on. After seeing that at different screen sizes/resolutions the UI would change shape and position, I adjusted the anchors of each UI element and made sure that they looked nice together no matter the screen size. The chakram ability turned out very nice, as with the additional fire/spark fx it feels pretty cool to throw around. I made it so that the chakram will interact with any physics object, meaning that it can bounce around a bunch before returning to the player. Looking ahead to the next area, I am thinking of a maze-like mine segment where the player will get either a new gun or the dash ability. See you all next time!
Hi developers, I just finished the base layout for the mine system that I am developing as one of the final areas of the game. At this point in time, I am trying to finish the mine area, create a quick mountain area, and make a short castle segment that acts as the final challenge of the game. Since the game is open world, little hints and clues as to where items might be located are scattered around the world now. Additionally, I worked on some post-processing effects for the mine area, which is why it is so dark on the right side of the screen compared to the left side; I will eventually add post-processing for all areas once I finish all the other parts of the game. In terms of item adjustments, I made it so that the chakram has a point light attached to it that can act as a miniature burst of light in dark areas. My last thing for now is a little issue that I ran into while adjusting the lighting for the game. Essentially, I switched from baking lighting back to generating realtime lighting because I realized that my computer canāt really handle baking lighting for so many objects in the scene, so I wanted to just generate it all in realtime to make things easier. After I tweaked these settings and generated the new lighting, I pressed play and the game totally nuked itself. Every game object had broken out of its hierarchy and 75% of them were straight up missing/deleted (all they left behind were empty transforms). I tried for a while to recover the scene but nothing was working, and eventually I had to force quit Unity due to it having stopped responding to my inputs. After I reopened Unity, the scene was back to normal! All in all, lesson learned to not panic when all seems lost and to not upset grumpy old Unity about lighting anymore.
Hi again fellow devs, over the course of the week I have been working on a bunch of stuff that I am excited to share. First off, I finished up the mine mini dungeon, where the player has to hit switches in order to unlock gates and progress throughout the area. It isnāt the most complex of puzzles but it gets the job done in a 3d platformer/shooter. Secondly, I added in 2 new abilities: the double jump and the dash. Essentially, via giving each player an extra jump whenever theyāre in the air, I can enable them to double jump, and when they dash I simply set the non-vertical movement speed very high for a quick moment. I initially had some problems with the dash where it could send you flying upward if you collided with terrain/obstacles, but I mitigated how far up it can send you when you collide with other objects. Past these abilities, I am currently in the middle of a snowfield area, where the players will have to use both of their new movement abilities to traverse the area and make it to their final destination, the castle. Iāve decided to make it so that any currency you collected along the way in the game will be displayed at the end, and you will be able to see both your completion percentage and your total run time. I donāt think the game should take too long to beat, so Iām trying to make it have some replay value along the way. One last thing I forgot to mention was that I spent a bunch of time fixing the jump, since the coyote time would make your jump seem to blast off in the air super high. I know I said I fixed this problem in my past devlogs, but it seemed to keep coming back for whatever reason. Now though, I am happy to say that I fixed the error via taking a deeper look at when the coyote time should reset back to 0.2 seconds (any time above 0 means you can still jump after you fall off a ledge). In total, this game is almost finished, I just have to add 1 more area and give it a thorough run-through!
Hey everyone, this is probably going to be one of my last devlogs for this project, as it is nearing completion. For starters, I finished the tundra area today, which combined my original idea of 2 separate mountain and āheavy weatherā areas. It is a much more open area that the player is free to explore, but requires the double jump and dash to get into. At this point in time, all I really have left to do is create a quick ending area in the form of a castle, where the player will infiltrate the area and get to a giant hourglass at the end marking the finale of the game. I still have to create a new gun for the ending, and Iām leaning towards a sniper rifle. Since the player will have had tons of experience with the right-hand guns for a while, Iām thinking of making the sniper a bit harder to aim but having lots of damage as a tradeoff. Additionally, I added a bunch of snow particles falling from the sky to simulate a snowstorm, and it actually turned out pretty well! Due to occlusion culling, the framerate can actually survive all the snow being generated, and allowed me to create a lot it. Lastly, I added a tiny script that changed the skybox when you enter the area so that it seems cloudy instead of sunny, just so that the snow doesnāt seem like itās appearing out of nowhere. As a personal anecdote, this project has been really fun to create the past couple of months, and has seriously boosted my design/programming skills (and time management). There will probably be one more devlog before I ship Project Muniris, but in any case I just wanted to share my thoughts on my journey through Stardance here.
Good evening fellow coders, this is my final devlog for Project Muniris! I added in all of the mechanics that I wanted to into this final portion of the game and it is finally ready to be shipped. To summarize what I did, I made a bite-size castle area where there is a HUGE enemy gauntlet, which contains a final climb to the top of the hourglass that has been tantalizing the player ever since they entered the game. Since the castle is so high up that you can see past the boundary walls, I added a dense fog at the bottom of the castle that respawns you if you fall just in case the player fails any of the challenges. I created one final enemy type, that being an RPG turret, which essentially can shoot tons of missiles that seek out the players. Additionally, the last gun, the sniper rifle, was a fun time to speed develop since I realized that the mouse sensitivity was WAY too high for the player to reliably shoot when the rifle was zoomed in all the way. Due to this observation, I tweaked the mouse sensitivity via scripting so that when the camera is not zoomed in, it has a greater mouse sensitivity than when it is. Furthermore, I finally added a bunch of musical/sound assets into the game! All of the bullets from enemy and player fire have sound effects added to them. Each area also has a unique track to it, making them stand out from one another. While each track may not be musical, I made sure to find a bunch of immersive sound effects to increase the playerās auditory connection with the game. All in all, it feels very bittersweet writing this devlog, as it is the capstone to one of my longest and most passionate projects ever. Iām really thankful to the Stardance team for creating this program, as the community it developed really helped motivate me along the way. Most of all, thank you to you guys as well! Reading your comments and seeing what other people are doing has been really fun the past couple of months. Best of luck everyone!
Hi guys, one last quick log. Iāve been working to ship Munirism over the last couple of days and ran into a bunch of computer issues due to itch.io not being able to take files more than 1 gb in size (and my computer kept crashing every time I tried to build the game). Thankfully, I got a working link to play on a browser and a link to the Mac download of the project for people who would like better frame rate optimizations. Since I canāt submit 2 test links, Iāll give the Mac download here: https://gamejolt.com/games/muniris/1100442 . Thanks everyone!
Another quick update, I made another build of the game that is includes compatibility with Windows, where the player starts off with a couple of items and a bit farther ahead in the game. I thought that the browser version would work for non-Mac users but I realize now that the servers really canāt run Muniris very well. Thanks for your patience everyone!
Ships:
This is my first ever fully finished Unity game, named Muniris! It is a 2-player action adventure game that combines RPG and shooter-based mechanics to make for dynamic and differentiating playstyles for everyone. Each player has a left and right hand that control different purposes: the left hand performs magic attacks/items, and the right hand shoots whatever gun you have equipped. Each player can choose their own loadout and upgrade their items along the way. To check out the project take a look at the README of my GitHub repo, as it contains info on which version you can play depending on your operating system. Enjoy!...
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1793152609.4705322
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1793239009.4705322
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26008
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My own P2P protocol by @wiiuavi | Stardance
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wiiuavi
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1
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4.0
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40
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-29T21:50:26Z", "hours": 4.0, "multiplier": 7.4, "payout": 40, "blessing": "neutral", "text": "I made a cryptographically secured peer-to-peer protocol. Behind the chatbox, the diffe hellman key exchange ensures that only you and the connected peer can understand data exchanged. Communicate with anyone in your network (for now) securely with ease. run the program twice and connect to the given IP to try it by yourself! (Dont worry, the IP shown and the one the program uses is your networkās private internal IP, not one exposed to the internet!)", "repo": "https://github.com/wiiuavi/hopefully-secure-P2P", "demo": "https://github.com/wiiuavi/hopefully-secure-P2P/releases/tag/v0.1.0"}]...
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[{"post_id": 18650, "ts": "202 [{"post_id": 18650, "ts": "2026-06-29T20:44:35Z", "hours": 0.8411, "text": "Added a āservantā, this can act as both the client and server, allowing 2 servants to send messages back and fourth and recieve, with a simple GUI that lets you connect and talk to a given IP"}, {"post_id": 17165, "ts": "2026-06-27T21:20:19Z", "hours": 0.5511, "text": "lots of bugs fixed (client and server both listing for packets, aka deadlock) functions were encoded when they shouldānt have been (and vice versa) endian across client and server were not always consistent and added a small text prompt to ensure it was actually working (not just the encryption engine)"}, {"post_id": 16919, "ts": "2026-06-27T14:11:07Z", "hours": 2.3056, "text": "Finished Encryption engine (applying a XOR mask, this way decryption is using the same function, like a ātoggleā), trauncated/repeated the key where plaintext was not the same size, and finsished handshake between a client running the script and server (will make them both the same next, so both are listening and either can send the first request). All that is left after that is a GUI Image shows the word āhelloā, then the word being encrypted by a random priv key, then the result after reusing the encryption function (which returns the original message here)"}, {"post_id": 15914, "ts": "2026-06-25T21:18:57Z", "hours": 0.7261, "text": "Learnt the maths behind the diffe hellman key exchange, created a working private key generator from a safe large prime, common generator number and {someoneās public key}, created a template for establishing a connection to a peer. TODO (next): add functionality to send and recieve public keys (currently am able to send encoded text)"}]...
|
Title: My own P2P protocol by @wiiuavi | Stardance Title: My own P2P protocol by @wiiuavi | Stardance
Devlogs:
Learnt the maths behind the diffe hellman key exchange, created a working private key generator from a safe large prime, common generator number and {someoneās public key}, created a template for establishing a connection to a peer. TODO (next): add functionality to send and recieve public keys (currently am able to send encoded text)
Finished Encryption engine (applying a XOR mask, this way decryption is using the same function, like a ātoggleā), trauncated/repeated the key where plaintext was not the same size, and finsished handshake between a client running the script and server (will make them both the same next, so both are listening and either can send the first request). All that is left after that is a GUI Image shows the word āhelloā, then the word being encrypted by a random priv key, then the result after reusing the encryption function (which returns the original message here)
lots of bugs fixed (client and server both listing for packets, aka deadlock) functions were encoded when they shouldānt have been (and vice versa) endian across client and server were not always consistent and added a small text prompt to ensure it was actually working (not just the encryption engine)
Added a āservantā, this can act as both the client and server, allowing 2 servants to send messages back and fourth and recieve, with a simple GUI that lets you connect and talk to a given IP
Ships:
I made a cryptographically secured peer-to-peer protocol. Behind the chatbox, the diffe hellman key exchange ensures that only you and the connected peer can understand data exchanged. Communicate with anyone in your network (for now) securely with ease. run the program twice and connect to the given IP to try it by yourself! (Dont worry, the IP shown and the one the program uses is your networkās private internal IP, not one exposed to the internet!)...
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1792875208.4487658
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1793739208.4487658
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26024
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Lagrange Point Calculator by @chandos4473 | Starda Lagrange Point Calculator by @chandos4473 | Stardance...
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chandos4473
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1
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2.0
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16
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-27T20:48:15Z", "hours": 2.0, "multiplier": 8.26, "payout": 16, "blessing": "neutral", "text": "Dimensionless Lagrange Point Visualizer The breakthrough - Dimensionless Units Using units like meters, or kilometers comes with large scaling challenges with the large distances in outer space. To combat this, I pivoted to a dimensionless unit system. This places the star at 0,0 with the Earth (on the sun-earth preset) at 10,0 , exactly 10 units away. this places Lagrange points 1-3 at relatively round numbers compared to the actual values that wouldāve been calculated if meters or kilometers were used. This makes it easier for the user to visualize relative distances between Lagrange points compared to that between the star and planet The maths engine - how it works The background script automatically parses information inputted by the user using standard Lagrange point calculations. For points L1ā3, the Y-value is always the same as that of the planet or star since they sit on a straight line. For the triangular points, L4 sits 60° ahead of the planet along its orbit, and L5 sits 60° behind it. To work these out, the engine maps perfect equilateral triangles into 2D space using the Star and the Planet as the base vertices. Using standard trigonometric functions, the script is able to plot the 2 nodes onto the plane. Features A vector diagram on the right displaying: The star, The planet, The planetās orbital path, Lagrange points L1-5 and whether they are stable or not A sidebar on the left that has multiple presets and a manual slider mode A Sun-Earth scenario where the L points of the sun and earth are defined A Sun-Jupiter scenario where the L points of the sun and Jupiter are defined An inverse scenario where the planet outweighs itās host star A Manual slider setting where the masses of the star and planet can be changed and the orbital radius of the planet can be changed.", "repo": "https://github.com/chandos4473-cpu/Lagrange-Point-Calculator", "demo": "https://lagrange-point-calculator-gbfs4b5zbyrxhsgne6lucf.streamlit.app/"}]...
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[{"post_id": 16910, "ts": "202 [{"post_id": 16910, "ts": "2026-06-27T13:43:13Z", "hours": 1.8883, "text": "Project Complete: Evolving the Lagrange Calculator from 1D Math to Interactive Web App Self-reflection note: I got so incredibly locked into solving the math, debugging the terminal environment, and optimizing the graphics that I completely forgot to frequently upload individual devlogs along the way! So, here is my entire multi-day engineering journey packed into one comprehensive project chronicle. What started as a raw physics equation in a terminal has been fully built out into an interactive browser dashboard! Here is a detailed look at the complete development journey and the engineering hurdles I cleared to make this simulation engine work: I began by coding the absolute foundations of orbital mechanics in Python. Using the mass parameters of the Sun ($1.989 \\times 10^{30}\\text{ kg}$) and Earth ($5.972 \\times 10^{24}\\text{ kg}$), I derived the system mass ratio ($\\mu$) and solved the planetary sphere of influence using the Hill Radius calculation: r_h = R * (mu / 3) ** (1/3) This successfully output the exact locations of the collinear L1, L2, and L3 points directly to the terminal console. Text outputs arenāt enough to see space geometry, so I integrated Matplotlib to map the system visually. Using equilateral triangle geometry ($\\cos(60^\\circ)$ and $\\sin(60^\\circ)$ rules), I mapped out the stable L4 and L5 points. I applied a clean light-mode interface canvas and resolved a massive coordinate scaling bug by forcing the aspect ratios to stay square so the markers wouldnāt flatten out or disappear. Next, I tried to calculate a general relativity-inspired mesh grid that bent toward the star and planet. While the vertical line bowing worked beautifully, I discovered a massive cosmic scaling issue: because the real-world mass gaps and distance parameters are so vast ($150\\text{ billion meters}$), the planetās gravity well was a microscopic dot compared to the star, causing lines to collapse and text to overlap. The Solution: I pivoted to Dimensionless Units . I locked the Sun at (0,0) , the planet orbit path at a clean radius of 10 , and allowed all Lagrange coordinates to calculate dynamically relative to that fixed 10-unit visual workspace framework. To turn this into a true interactive app, I migrated the script over to the Streamlit web framework. I built three reactive sidebar sliders allowing anyone to manipulate the Star Mass, Planet Mass, and Orbit Scale dynamically. The browser app crunches the math live, showing metric cards on the left and re-rendering the vector graphic map instantly on the right. I wrote a preset engine so users can toggle between real-world balances like Sun-Earth, Sun-Jupiter, and a physics-breaking āInverse Scenarioā where the planet completely out-masses the star! Codebase and full structural system checklist have been officially deployed and pushed to my public GitHub repository! **Note: The attached image shows the sun-earth system preset"}]...
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Title: Lagrange Point Calculator by @chandos4473 | Title: Lagrange Point Calculator by @chandos4473 | Stardance
Devlogs:
Project Complete: Evolving the Lagrange Calculator from 1D Math to Interactive Web App Self-reflection note: I got so incredibly locked into solving the math, debugging the terminal environment, and optimizing the graphics that I completely forgot to frequently upload individual devlogs along the way! So, here is my entire multi-day engineering journey packed into one comprehensive project chronicle. What started as a raw physics equation in a terminal has been fully built out into an interactive browser dashboard! Here is a detailed look at the complete development journey and the engineering hurdles I cleared to make this simulation engine work: I began by coding the absolute foundations of orbital mechanics in Python. Using the mass parameters of the Sun ($1.989 \times 10^{30}\text{ kg}$) and Earth ($5.972 \times 10^{24}\text{ kg}$), I derived the system mass ratio ($\mu$) and solved the planetary sphere of influence using the Hill Radius calculation: r_h = R * (mu / 3) ** (1/3) This successfully output the exact locations of the collinear L1, L2, and L3 points directly to the terminal console. Text outputs arenāt enough to see space geometry, so I integrated Matplotlib to map the system visually. Using equilateral triangle geometry ($\cos(60^\circ)$ and $\sin(60^\circ)$ rules), I mapped out the stable L4 and L5 points. I applied a clean light-mode interface canvas and resolved a massive coordinate scaling bug by forcing the aspect ratios to stay square so the markers wouldnāt flatten out or disappear. Next, I tried to calculate a general relativity-inspired mesh grid that bent toward the star and planet. While the vertical line bowing worked beautifully, I discovered a massive cosmic scaling issue: because the real-world mass gaps and distance parameters are so vast ($150\text{ billion meters}$), the planetās gravity well was a microscopic dot compared to the star, causing lines to collapse and text to overlap. The Solution: I pivoted to Dimensionless Units . I locked the Sun at (0,0) , the planet orbit path at a clean radius of 10 , and allowed all Lagrange coordinates to calculate dynamically relative to that fixed 10-unit visual workspace framework. To turn this into a true interactive app, I migrated the script over to the Streamlit web framework. I built three reactive sidebar sliders allowing anyone to manipulate the Star Mass, Planet Mass, and Orbit Scale dynamically. The browser app crunches the math live, showing metric cards on the left and re-rendering the vector graphic map instantly on the right. I wrote a preset engine so users can toggle between real-world balances like Sun-Earth, Sun-Jupiter, and a physics-breaking āInverse Scenarioā where the planet completely out-masses the star! Codebase and full structural system checklist have been officially deployed and pushed to my public GitHub repository! **Note: The attached image shows the sun-earth system preset
Ships:
Dimensionless Lagrange Point Visualizer The breakthrough - Dimensionless Units Using units like meters, or kilometers comes with large scaling challenges with the large distances in outer space. To combat this, I pivoted to a dimensionless unit system. This places the star at 0,0 with the Earth (on the sun-earth preset) at 10,0 , exactly 10 units away. this places Lagrange points 1-3 at relatively round numbers compared to the actual values that wouldāve been calculated if meters or kilometers were used. This makes it easier for the user to visualize relative distances between Lagrange points compared to that between the star and planet The maths engine - how it works The background script automatically parses information inputted by the user using standard Lagrange point calculations. For points L1ā3, the Y-value is always the same as that of the planet or star since they sit on a straight line. For the triangular points, L4 sits 60° ahead of the planet along its orbit, and L5 sits 60° behind it. To work these out, the engine maps perfect equilateral triangles into 2D space using the Star and the Planet as the base vertices. Using standard trigonometric functions, the script is able to plot the 2 nodes onto the plane. Features A vector diagram on the right displaying: The star, The planet, The planetās orbital path, Lagrange points L1-5 and whether they are stable or not A sidebar on the left that has multiple presets and a manual slider mode A Sun-Earth scenario where the L points of the sun and earth are defined A Sun-Jupiter scenario where the L points of the sun and Jupiter are defined An inverse scenario where the planet outweighs itās host star A Manual slider setting where the masses of the star and planet can be changed and the orbital radius of the planet can be changed....
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1793317721.9363213
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1793404121.9363213
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26032
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Connect 5 vs AI in Roblox by @mygulash | Stardance
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mygulash
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1
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11.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T22:20:40Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Connect 5 vs AI in roblox āā In this project i connected my two passions which are programming and mind games. The goal of this project was actually to test my capabilities and the limits of roblox studio. I thought that it would be impossible but I got it working somehow lol. Gameplay When you join the game you touch the green part next to the board and a GUI shows up, which prompts you to chose one of the 2 gamemodes: Me vs AI - this is the gamemode where you can actually play against the AI Me vs Player - in this gamemode you can play against real players. Your goal is to connect 5 stones and win! The limitations Roblox has many limitations which made my journey harder and the AI dumber⦠they limit the think time and they limit the server resources. Combined the restrictions create a great challenge for creating a working AI engine. The engine thinking is pretty slow⦠āØGood luck on beating the AI! (it should not be that hard lol :D )", "repo": "https://github.com/Mygulash/tictactoevsairoblox", "demo": "https://www.roblox.com/games/103874440454562/TIC-TAC-TOE-againts-AI"}]...
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[{"post_id": 82471, "ts": "202 [{"post_id": 82471, "ts": "2026-10-24T22:11:57Z", "hours": 0.4375, "text": "Tic Tac Toe vs AI in roblox This is the last devlog before shipping! I fixed some bugs with lagging and edge cases. I made the exit button in the gamemode UI actually work so now you can leave the board :D"}, {"post_id": 73248, "ts": "2026-09-24T17:46:11Z", "hours": 6.3336, "text": "TIC TAC TOE vs AI in Roblox progress From the last devlog a lot happened. The most significant update is that the AI is finnaly working. It is a bit dumb but there are lots of limitations that are pretty hard to bypass. The biggest problem is RobloxĀ“s execution time which limits the time of the AI calculation. I have already tried bypassing it but it still have some limitations. My next main goals are to make the AI work a bit better (more effective), make the other gamemodes work and improve the UI and overall the game feel. See you at the next devlog! :)"}, {"post_id": 20324, "ts": "2026-07-01T21:55:03Z", "hours": 4.2581, "text": "Devlog#1 - Game mechanics and preparation I am building a project that will not only test my skills but also the limits of Roblox. My goal is to make a classic connect 5 game (It is actually called Gomoku ) but you can also play against an AI (engine like stockfish for chess) My progress Since this project will not be easy I have to build a strong foundation otherwise this project will fail ! I have started with basic functions: System for joining the game (Important for player vs player games) Choosing game mode (player vs player/player vs AI) Board for playing the game (It is 15x15) Placing stones/symbols Game logic (checking for wins) Problems So far there was not a lot of problems but I realized that I quite misunderstood how does the modulescripts work when they are used both on client and server side. That was so far the biggest problem i had to overcome but it led to learning new stuff so it was worth it! My plans Most of the main game mechanics are done but I have to work on usability because it is nowhere near being ready to play by other people. Here are things i would like to implement until my next devlog: Making the game responsive Dummy AI (It will pick random moves so I can build the logic around it) Conclusion This is just the beginning of this project and it will not be easy. Making the engine actually efficient so that it can play better moves will not be just a programming challenge but also a math/logical challenge since i do not have much experience with engines. Wish me luck and stay tuned! āØ"}]...
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Title: Connect 5 vs AI in Roblox by @mygulash | St Title: Connect 5 vs AI in Roblox by @mygulash | Stardance
Devlogs:
Devlog#1 - Game mechanics and preparation I am building a project that will not only test my skills but also the limits of Roblox. My goal is to make a classic connect 5 game (It is actually called Gomoku ) but you can also play against an AI (engine like stockfish for chess) My progress Since this project will not be easy I have to build a strong foundation otherwise this project will fail ! I have started with basic functions: System for joining the game (Important for player vs player games) Choosing game mode (player vs player/player vs AI) Board for playing the game (It is 15x15) Placing stones/symbols Game logic (checking for wins) Problems So far there was not a lot of problems but I realized that I quite misunderstood how does the modulescripts work when they are used both on client and server side. That was so far the biggest problem i had to overcome but it led to learning new stuff so it was worth it! My plans Most of the main game mechanics are done but I have to work on usability because it is nowhere near being ready to play by other people. Here are things i would like to implement until my next devlog: Making the game responsive Dummy AI (It will pick random moves so I can build the logic around it) Conclusion This is just the beginning of this project and it will not be easy. Making the engine actually efficient so that it can play better moves will not be just a programming challenge but also a math/logical challenge since i do not have much experience with engines. Wish me luck and stay tuned! āØ
TIC TAC TOE vs AI in Roblox progress From the last devlog a lot happened. The most significant update is that the AI is finnaly working. It is a bit dumb but there are lots of limitations that are pretty hard to bypass. The biggest problem is Roblox“s execution time which limits the time of the AI calculation. I have already tried bypassing it but it still have some limitations. My next main goals are to make the AI work a bit better (more effective), make the other gamemodes work and improve the UI and overall the game feel. See you at the next devlog! :)
Tic Tac Toe vs AI in roblox This is the last devlog before shipping! I fixed some bugs with lagging and edge cases. I made the exit button in the gamemode UI actually work so now you can leave the board :D
Ships:
Connect 5 vs AI in roblox āā In this project i connected my two passions which are programming and mind games. The goal of this project was actually to test my capabilities and the limits of roblox studio. I thought that it would be impossible but I got it working somehow lol. Gameplay When you join the game you touch the green part next to the board and a GUI shows up, which prompts you to chose one of the 2 gamemodes: Me vs AI - this is the gamemode where you can actually play against the AI Me vs Player - in this gamemode you can play against real players. Your goal is to connect 5 stones and win! The limitations Roblox has many limitations which made my journey harder and the AI dumber⦠they limit the think time and they limit the server resources. Combined the restrictions create a great challenge for creating a working AI engine. The engine thinking is pretty slow⦠āØGood luck on beating the AI! (it should not be that hard lol :D )...
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1793181095.4369764
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1793267495.4369764
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26033
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SpaceY by @leuwenhoek | Stardance
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leuwenhoek
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1
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6.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-25T21:57:25Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So, this is a RAG model build for students to get info about popular spaceships like starship, voyager and falcon 9 from a model finetuned on NASA and spaceX data.", "repo": "https://github.com/leuwenhoek/SpaceY", "demo": "https://youtu.be/2KWzijlcxpQ"}]...
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[{"post_id": 15936, "ts": "202 [{"post_id": 15936, "ts": "2026-06-25T21:50:41Z", "hours": 6.2756, "text": "SpaceY is a high-performance intelligence portal designed for space exploration, aerospace engineering, and planetary sciences. The platform integrates a local Retrieval-Augmented Generation (RAG) vector repository, a live web crawler restricted to credible research sources, and a modern Next.js developer portal and API playground."}]...
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Title: SpaceY by @leuwenhoek | Stardance
Devlogs: Title: SpaceY by @leuwenhoek | Stardance
Devlogs:
SpaceY is a high-performance intelligence portal designed for space exploration, aerospace engineering, and planetary sciences. The platform integrates a local Retrieval-Augmented Generation (RAG) vector repository, a live web crawler restricted to credible research sources, and a modern Next.js developer portal and API playground.
Ships:
So, this is a RAG model build for students to get info about popular spaceships like starship, voyager and falcon 9 from a model finetuned on NASA and spaceX data....
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1793303465.8302393
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1793389865.8302393
|
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26055
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Private Instagram Frontend by @thisisforjunk56 | S Private Instagram Frontend by @thisisforjunk56 | Stardance...
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thisisforjunk56
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1
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7.0
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40
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T20:03:24Z", "hours": 7.0, "multiplier": 5.78, "payout": 40, "blessing": "neutral", "text": "I made a private frontend for Instagram reels (doesnāt work for posts) so that I could share reels with my friends who donāt have an instagram account and donāt want to make one. It took me a while because I forgot yt-dlp had support for cookies so that I could let it use my auth cookie after I had logged in, so I was scratching my head trying to figure out how to make it work. and then I read the docs and figured out why.", "repo": "https://github.com/thisisforjunk56/private-instagram-frontend", "demo": "https://ig.eofr.dev/"}]...
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[{"post_id": 17979, "ts": "202 [{"post_id": 17979, "ts": "2026-06-28T22:50:43Z", "hours": 6.8886, "text": "I forgot ot log my time noooooo Anyway, this is as much time as Iām willing to put into this. Itās a small app so that you can share Instagram reels with friends that donāt have an instagram account"}]...
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Title: Private Instagram Frontend by @thisisforjun Title: Private Instagram Frontend by @thisisforjunk56 | Stardance
Devlogs:
I forgot ot log my time noooooo Anyway, this is as much time as Iām willing to put into this. Itās a small app so that you can share Instagram reels with friends that donāt have an instagram account
Ships:
I made a private frontend for Instagram reels (doesnāt work for posts) so that I could share reels with my friends who donāt have an instagram account and donāt want to make one. It took me a while because I forgot yt-dlp had support for cookies so that I could let it use my auth cookie after I had logged in, so I was scratching my head trying to figure out how to make it work. and then I read the docs and figured out why....
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1793138027.958118
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1793224427.958118
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